- Merge from trunk up to r45543
[reactos.git] / dll / directx / wine / wined3d / glsl_shader.c
index 3ce8188..90b5092 100644 (file)
@@ -1,9 +1,10 @@
 /*
  * GLSL pixel and vertex shader implementation
  *
- * Copyright 2006 Jason Green 
+ * Copyright 2006 Jason Green
  * Copyright 2006-2007 Henri Verbeet
- * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
+ * Copyright 2009 Henri Verbeet for CodeWeavers
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
  */
 
 #include "config.h"
+#include <limits.h>
 #include <stdio.h>
 #include "wined3d_private.h"
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
 
 #define GLINFO_LOCATION      (*gl_info)
 
+#define WINED3D_GLSL_SAMPLE_PROJECTED   0x1
+#define WINED3D_GLSL_SAMPLE_RECT        0x2
+#define WINED3D_GLSL_SAMPLE_LOD         0x4
+#define WINED3D_GLSL_SAMPLE_GRAD        0x8
+
 typedef struct {
     char reg_name[150];
     char mask_str[6];
@@ -45,7 +53,7 @@ typedef struct {
 
 typedef struct {
     char reg_name[150];
-    char param_str[100];
+    char param_str[200];
 } glsl_src_param_t;
 
 typedef struct {
@@ -53,60 +61,144 @@ typedef struct {
     DWORD coord_mask;
 } glsl_sample_function_t;
 
+enum heap_node_op
+{
+    HEAP_NODE_TRAVERSE_LEFT,
+    HEAP_NODE_TRAVERSE_RIGHT,
+    HEAP_NODE_POP,
+};
+
+struct constant_entry
+{
+    unsigned int idx;
+    unsigned int version;
+};
+
+struct constant_heap
+{
+    struct constant_entry *entries;
+    unsigned int *positions;
+    unsigned int size;
+};
+
 /* GLSL shader private data */
 struct shader_glsl_priv {
-    struct hash_table_t *glsl_program_lookup;
+    struct wined3d_shader_buffer shader_buffer;
+    struct wine_rb_tree program_lookup;
     struct glsl_shader_prog_link *glsl_program;
-    GLhandleARB             depth_blt_glsl_program_id;
+    struct constant_heap vconst_heap;
+    struct constant_heap pconst_heap;
+    unsigned char *stack;
+    GLhandleARB depth_blt_program[tex_type_count];
+    UINT next_constant_version;
 };
 
 /* Struct to maintain data about a linked GLSL program */
 struct glsl_shader_prog_link {
-    struct list             vshader_entry;
-    struct list             pshader_entry;
-    GLhandleARB             programId;
-    GLhandleARB             *vuniformF_locations;
-    GLhandleARB             *puniformF_locations;
-    GLhandleARB             vuniformI_locations[MAX_CONST_I];
-    GLhandleARB             puniformI_locations[MAX_CONST_I];
-    GLhandleARB             posFixup_location;
-    GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
-    GLhandleARB             luminancescale_location[MAX_TEXTURES];
-    GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
-    GLhandleARB             srgb_comparison_location;
-    GLhandleARB             srgb_mul_low_location;
-    GLhandleARB             ycorrection_location;
-    GLenum                  vertex_color_clamp;
-    GLhandleARB             vshader;
-    GLhandleARB             pshader;
+    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;
+    IWineD3DVertexShader        *vshader;
+    IWineD3DPixelShader         *pshader;
+    struct vs_compile_args      vs_args;
+    struct ps_compile_args      ps_args;
+    UINT                        constant_version;
+    const struct ps_np2fixup_info *np2Fixup_info;
 };
 
 typedef struct {
-    GLhandleARB vshader;
-    GLhandleARB pshader;
+    IWineD3DVertexShader        *vshader;
+    IWineD3DPixelShader         *pshader;
+    struct ps_compile_args      ps_args;
+    struct vs_compile_args      vs_args;
 } glsl_program_key_t;
 
+struct shader_glsl_ctx_priv {
+    const struct vs_compile_args    *cur_vs_args;
+    const struct ps_compile_args    *cur_ps_args;
+    struct ps_np2fixup_info         *cur_np2fixup_info;
+};
+
+struct glsl_ps_compiled_shader
+{
+    struct ps_compile_args          args;
+    struct ps_np2fixup_info         np2fixup;
+    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_vs_compiled_shader  *gl_shaders;
+    UINT                            num_gl_shaders, shader_array_size;
+};
+
+/* Extract a line from the info log.
+ * Note that this modifies the source string. */
+static char *get_info_log_line(char **ptr)
+{
+    char *p, *q;
+
+    p = *ptr;
+    if (!(q = strstr(p, "\n")))
+    {
+        if (!*p) return NULL;
+        *ptr += strlen(p);
+        return p;
+    }
+    *q = '\0';
+    *ptr = q + 1;
+
+    return p;
+}
 
 /** Prints the GLSL info log which will contain error messages if they exist */
-static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
+/* GL locking is done by the caller */
+static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
+{
     int infologLength = 0;
     char *infoLog;
-    int i;
+    unsigned int i;
     BOOL is_spam;
 
-    const char *spam[] = {
+    static const char * const spam[] =
+    {
         "Vertex shader was successfully compiled to run on hardware.\n",    /* fglrx          */
-        "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx          */
+        "Fragment shader was successfully compiled to run on hardware.\n",  /* fglrx, with \n */
+        "Fragment shader was successfully compiled to run on hardware.",    /* fglrx, no \n   */
         "Fragment shader(s) linked, vertex shader(s) linked. \n ",          /* fglrx, with \n */
         "Fragment shader(s) linked, vertex shader(s) linked.",              /* fglrx, no \n   */
         "Vertex shader(s) linked, no fragment shader(s) defined. \n ",      /* fglrx, with \n */
         "Vertex shader(s) linked, no fragment shader(s) defined.",          /* fglrx, no \n   */
-        "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
-        "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
         "Fragment shader(s) linked, no vertex shader(s) defined. \n ",      /* fglrx, with \n */
-        "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n"  /* MacOS ati      */
+        "Fragment shader(s) linked, no vertex shader(s) defined.",          /* fglrx, no \n   */
     };
 
+    if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
+
     GL_EXTCALL(glGetObjectParameterivARB(obj,
                GL_OBJECT_INFO_LOG_LENGTH_ARB,
                &infologLength));
@@ -115,6 +207,8 @@ static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
      * that if there are errors. */
     if (infologLength > 1)
     {
+        char *ptr, *line;
+
         /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
          * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
          */
@@ -128,10 +222,17 @@ static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
                 break;
             }
         }
-        if(is_spam) {
-            TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
-        } else {
-            FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
+
+        ptr = infoLog;
+        if (is_spam)
+        {
+            TRACE("Spam received from GLSL shader #%u:\n", obj);
+            while ((line = get_info_log_line(&ptr))) TRACE("    %s\n", line);
+        }
+        else
+        {
+            FIXME("Error received from GLSL shader #%u:\n", obj);
+            while ((line = get_info_log_line(&ptr))) FIXME("    %s\n", line);
         }
         HeapFree(GetProcessHeap(), 0, infoLog);
     }
@@ -140,13 +241,11 @@ static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
 /**
  * Loads (pixel shader) samplers
  */
-static void shader_glsl_load_psamplers(
-    WineD3D_GL_Info *gl_info,
-    IWineD3DStateBlock* iface,
-    GLhandleARB programId) {
-
-    IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
-    GLhandleARB name_loc;
+/* GL locking is done by the caller */
+static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
+        DWORD *tex_unit_map, GLhandleARB programId)
+{
+    GLint name_loc;
     int i;
     char sampler_name[20];
 
@@ -154,8 +253,9 @@ static void shader_glsl_load_psamplers(
         snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
         if (name_loc != -1) {
-            int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
-            if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
+            DWORD mapped_unit = tex_unit_map[i];
+            if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
+            {
                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
                 checkGLcall("glUniform1iARB");
@@ -166,9 +266,11 @@ static void shader_glsl_load_psamplers(
     }
 }
 
-static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
-    IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
-    GLhandleARB name_loc;
+/* GL locking is done by the caller */
+static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
+        DWORD *tex_unit_map, GLhandleARB programId)
+{
+    GLint name_loc;
     char sampler_name[20];
     int i;
 
@@ -176,8 +278,9 @@ static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBl
         snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
         name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
         if (name_loc != -1) {
-            int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
-            if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
+            DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
+            if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
+            {
                 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
                 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
                 checkGLcall("glUniform1iARB");
@@ -188,143 +291,200 @@ static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBl
     }
 }
 
-/** 
- * Loads floating point constants (aka uniforms) into the currently set GLSL program.
- * When constant_list == NULL, it will load all the constants.
- */
-static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
-        unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
-        struct list *constant_list) {
-    constants_entry *constant;
-    local_constant* lconst;
-    GLhandleARB tmp_loc;
-    DWORD i, j, k;
-    DWORD *idx;
-
-    if (TRACE_ON(d3d_shader)) {
-        LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
-            idx = constant->idx;
-            j = constant->count;
-            while (j--) {
-                i = *idx++;
-                tmp_loc = constant_locations[i];
-                if (tmp_loc != -1) {
-                    TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
-                            constants[i * 4 + 0], constants[i * 4 + 1],
-                            constants[i * 4 + 2], constants[i * 4 + 3]);
+/* GL locking 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)
+{
+    int stack_idx = 0;
+    unsigned int heap_idx = 1;
+    unsigned int idx;
+
+    if (heap->entries[heap_idx].version <= version) return;
+
+    idx = heap->entries[heap_idx].idx;
+    if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
+    stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+
+    while (stack_idx >= 0)
+    {
+        /* Note that we fall through to the next case statement. */
+        switch(stack[stack_idx])
+        {
+            case HEAP_NODE_TRAVERSE_LEFT:
+            {
+                unsigned int left_idx = heap_idx << 1;
+                if (left_idx < heap->size && heap->entries[left_idx].version > version)
+                {
+                    heap_idx = left_idx;
+                    idx = heap->entries[heap_idx].idx;
+                    if (constant_locations[idx] != -1)
+                        GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
+
+                    stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
+                    stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+                    break;
                 }
             }
+
+            case HEAP_NODE_TRAVERSE_RIGHT:
+            {
+                unsigned int right_idx = (heap_idx << 1) + 1;
+                if (right_idx < heap->size && heap->entries[right_idx].version > version)
+                {
+                    heap_idx = right_idx;
+                    idx = heap->entries[heap_idx].idx;
+                    if (constant_locations[idx] != -1)
+                        GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
+
+                    stack[stack_idx++] = HEAP_NODE_POP;
+                    stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+                    break;
+                }
+            }
+
+            case HEAP_NODE_POP:
+            {
+                heap_idx >>= 1;
+                --stack_idx;
+                break;
+            }
         }
     }
+    checkGLcall("walk_constant_heap()");
+}
 
-    /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
-    if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
-       shader_is_pshader_version(This->baseShader.hex_version)) {
-        float lcl_const[4];
-
-        LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
-            idx = constant->idx;
-            j = constant->count;
-            while (j--) {
-                i = *idx++;
-                tmp_loc = constant_locations[i];
-                if (tmp_loc != -1) {
-                    /* We found this uniform name in the program - go ahead and send the data */
-                    k = i * 4;
-                    if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
-                    else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
-                    else lcl_const[0] = constants[k + 0];
-                    if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
-                    else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
-                    else lcl_const[1] = constants[k + 1];
-                    if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
-                    else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
-                    else lcl_const[2] = constants[k + 2];
-                    if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
-                    else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
-                    else lcl_const[3] = constants[k + 3];
-
-                    GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
+/* GL locking is done by the caller */
+static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
+{
+    GLfloat clamped_constant[4];
+
+    if (location == -1) return;
+
+    clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
+    clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
+    clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
+    clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
+
+    GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
+}
+
+/* GL locking is done by the caller */
+static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
+        const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
+{
+    int stack_idx = 0;
+    unsigned int heap_idx = 1;
+    unsigned int idx;
+
+    if (heap->entries[heap_idx].version <= version) return;
+
+    idx = heap->entries[heap_idx].idx;
+    apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
+    stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+
+    while (stack_idx >= 0)
+    {
+        /* Note that we fall through to the next case statement. */
+        switch(stack[stack_idx])
+        {
+            case HEAP_NODE_TRAVERSE_LEFT:
+            {
+                unsigned int left_idx = heap_idx << 1;
+                if (left_idx < heap->size && heap->entries[left_idx].version > version)
+                {
+                    heap_idx = left_idx;
+                    idx = heap->entries[heap_idx].idx;
+                    apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
+
+                    stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
+                    stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+                    break;
                 }
             }
-        }
-    } else {
-        LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
-            idx = constant->idx;
-            j = constant->count;
-            while (j--) {
-                i = *idx++;
-                tmp_loc = constant_locations[i];
-                if (tmp_loc != -1) {
-                    /* We found this uniform name in the program - go ahead and send the data */
-                    GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
+
+            case HEAP_NODE_TRAVERSE_RIGHT:
+            {
+                unsigned int right_idx = (heap_idx << 1) + 1;
+                if (right_idx < heap->size && heap->entries[right_idx].version > version)
+                {
+                    heap_idx = right_idx;
+                    idx = heap->entries[heap_idx].idx;
+                    apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
+
+                    stack[stack_idx++] = HEAP_NODE_POP;
+                    stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
+                    break;
                 }
             }
+
+            case HEAP_NODE_POP:
+            {
+                heap_idx >>= 1;
+                --stack_idx;
+                break;
+            }
         }
     }
-    checkGLcall("glUniform4fvARB()");
+    checkGLcall("walk_constant_heap_clamped()");
+}
 
-    if(!This->baseShader.load_local_constsF) {
+/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
+/* GL locking is done by the caller */
+static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
+        const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
+        unsigned char *stack, UINT version)
+{
+    const local_constant *lconst;
+
+    /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
+    if (This->baseShader.reg_maps.shader_version.major == 1
+            && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
+        walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
+    else
+        walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
+
+    if (!This->baseShader.load_local_constsF)
+    {
         TRACE("No need to load local float constants for this shader\n");
         return;
     }
 
-    /* Load immediate constants */
-    if (TRACE_ON(d3d_shader)) {
-        LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
-            tmp_loc = constant_locations[lconst->idx];
-            if (tmp_loc != -1) {
-                GLfloat* values = (GLfloat*)lconst->value;
-                TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
-                        values[0], values[1], values[2], values[3]);
-            }
-        }
-    }
     /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
-    LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
-        tmp_loc = constant_locations[lconst->idx];
-        if (tmp_loc != -1) {
-            /* We found this uniform name in the program - go ahead and send the data */
-            GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
-        }
+    LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
+    {
+        GLint location = constant_locations[lconst->idx];
+        /* We found this uniform name in the program - go ahead and send the data */
+        if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
     }
     checkGLcall("glUniform4fvARB()");
 }
 
-/** 
- * Loads integer constants (aka uniforms) into the currently set GLSL program.
- * When @constants_set == NULL, it will load all the constants.
- */
-static void shader_glsl_load_constantsI(
-    IWineD3DBaseShaderImpl* This,
-    WineD3D_GL_Info *gl_info,
-    GLhandleARB programId,
-    GLhandleARB locations[MAX_CONST_I],
-    unsigned max_constants,
-    int* constants,
-    BOOL* constants_set) {
-    
-    int i;
+/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
+/* GL locking is done by the caller */
+static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
+        const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
+{
+    unsigned int i;
     struct list* ptr;
 
-    for (i=0; i<max_constants; ++i) {
-        if (NULL == constants_set || constants_set[i]) {
+    for (i = 0; constants_set; constants_set >>= 1, ++i)
+    {
+        if (!(constants_set & 1)) continue;
 
-            TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
-                  i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
+        TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
+                i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
 
-            /* We found this uniform name in the program - go ahead and send the data */
-            GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
-            checkGLcall("glUniform4ivARB");
-        }
+        /* We found this uniform name in the program - go ahead and send the data */
+        GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
+        checkGLcall("glUniform4ivARB");
     }
 
     /* Load immediate constants */
     ptr = list_head(&This->baseShader.constantsI);
     while (ptr) {
-        local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
+        const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
         unsigned int idx = lconst->idx;
-        GLint* values = (GLint*) lconst->value;
+        const GLint *values = (const GLint *)lconst->value;
 
         TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
             values[0], values[1], values[2], values[3]);
@@ -336,48 +496,64 @@ static void shader_glsl_load_constantsI(
     }
 }
 
-/** 
- * Loads boolean constants (aka uniforms) into the currently set GLSL program.
- * When @constants_set == NULL, it will load all the constants.
- */
-static void shader_glsl_load_constantsB(
-    IWineD3DBaseShaderImpl* This,
-    WineD3D_GL_Info *gl_info,
-    GLhandleARB programId,
-    unsigned max_constants,
-    BOOL* constants,
-    BOOL* constants_set) {
-    
-    GLhandleARB tmp_loc;
-    int i;
+/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
+/* GL locking is done by the caller */
+static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, 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 is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
-    const char* prefix = is_pshader? "PB":"VB";
+    const char *prefix;
     struct list* ptr;
 
-    for (i=0; i<max_constants; ++i) {
-        if (NULL == constants_set || constants_set[i]) {
+    switch (This->baseShader.reg_maps.shader_version.type)
+    {
+        case WINED3D_SHADER_TYPE_VERTEX:
+            prefix = "VB";
+            break;
+
+        case WINED3D_SHADER_TYPE_GEOMETRY:
+            prefix = "GB";
+            break;
 
-            TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
+        case WINED3D_SHADER_TYPE_PIXEL:
+            prefix = "PB";
+            break;
 
-            /* 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);
-            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 */
-                GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
-                checkGLcall("glUniform1ivARB");
-            }
+        default:
+            FIXME("Unknown shader type %#x.\n",
+                    This->baseShader.reg_maps.shader_version.type);
+            prefix = "UB";
+            break;
+    }
+
+    /* TODO: Benchmark and see if it would be beneficial to store the
+     * locations of the constants to avoid looking up each time */
+    for (i = 0; constants_set; constants_set >>= 1, ++i)
+    {
+        if (!(constants_set & 1)) continue;
+
+        TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
+
+        /* 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);
+        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 */
+            GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
+            checkGLcall("glUniform1ivARB");
         }
     }
 
     /* Load immediate constants */
     ptr = list_head(&This->baseShader.constantsB);
     while (ptr) {
-        local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
+        const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
         unsigned int idx = lconst->idx;
-        GLint* values = (GLint*) lconst->value;
+        const GLint *values = (const GLint *)lconst->value;
 
         TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
 
@@ -392,56 +568,102 @@ static void shader_glsl_load_constantsB(
     }
 }
 
-
+static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
+{
+    WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
+}
 
 /**
- * Loads the app-supplied constants into the currently set GLSL program.
+ * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
  */
-static void shader_glsl_load_constants(
+/* GL locking is done by the caller (state handler) */
+static void shader_glsl_load_np2fixup_constants(
     IWineD3DDevice* device,
     char usePixelShader,
     char useVertexShader) {
-   
-    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
-    struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
-    IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
-    WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
-
-    GLhandleARB *constant_locations;
-    struct list *constant_list;
+
+    const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
+    const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
+
+    if (!prog) {
+        /* No GLSL program set - nothing to do. */
+        return;
+    }
+
+    if (!usePixelShader) {
+        /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
+        return;
+    }
+
+    if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
+        const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+        const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
+        UINT i;
+        UINT fixup = prog->ps_args.np2_fixup;
+        GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+
+        for (i = 0; fixup; fixup >>= 1, ++i) {
+            const unsigned char idx = prog->np2Fixup_info->idx[i];
+            const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
+            GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
+
+            if (!tex) {
+                FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
+                continue;
+            }
+
+            if (idx % 2) {
+                tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
+            } else {
+                tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
+            }
+        }
+
+        GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_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) */
+static void shader_glsl_load_constants(const struct wined3d_context *context,
+        char usePixelShader, char useVertexShader)
+{
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
+    struct shader_glsl_priv *priv = device->shader_priv;
+
     GLhandleARB programId;
     struct glsl_shader_prog_link *prog = priv->glsl_program;
-    unsigned int i;
+    UINT constant_version;
+    int i;
 
     if (!prog) {
         /* No GLSL program set - nothing to do. */
         return;
     }
     programId = prog->programId;
+    constant_version = prog->constant_version;
 
     if (useVertexShader) {
         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
 
-        constant_locations = prog->vuniformF_locations;
-        constant_list = &stateBlock->set_vconstantsF;
-
         /* Load DirectX 9 float constants/uniforms for vertex shader */
-        shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
-                stateBlock->vertexShaderConstantF, constant_locations, constant_list);
+        shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
+                prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
 
         /* Load DirectX 9 integer constants/uniforms for vertex shader */
-        shader_glsl_load_constantsI(vshader, gl_info, programId,
-                                    prog->vuniformI_locations, MAX_CONST_I,
-                                    stateBlock->vertexShaderConstantI,
-                                    stateBlock->changed.vertexShaderConstantsI);
+        shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
+                stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
 
         /* Load DirectX 9 boolean constants/uniforms for vertex shader */
-        shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
-                                    stateBlock->vertexShaderConstantB,
-                                    stateBlock->changed.vertexShaderConstantsB);
+        shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
+                stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
 
         /* Upload the position fixup params */
-        GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
+        GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
         checkGLcall("glUniform4fvARB");
     }
 
@@ -449,41 +671,36 @@ static void shader_glsl_load_constants(
 
         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
 
-        constant_locations = prog->puniformF_locations;
-        constant_list = &stateBlock->set_pconstantsF;
-
         /* Load DirectX 9 float constants/uniforms for pixel shader */
-        shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
-                stateBlock->pixelShaderConstantF, constant_locations, constant_list);
+        shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
+                prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
 
         /* Load DirectX 9 integer constants/uniforms for pixel shader */
-        shader_glsl_load_constantsI(pshader, gl_info, programId,
-                                    prog->puniformI_locations, MAX_CONST_I,
-                                    stateBlock->pixelShaderConstantI, 
-                                    stateBlock->changed.pixelShaderConstantsI);
+        shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
+                stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
 
         /* Load DirectX 9 boolean constants/uniforms for pixel shader */
-        shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
-                                    stateBlock->pixelShaderConstantB, 
-                                    stateBlock->changed.pixelShaderConstantsB);
+        shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
+                stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.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 < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
-            IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
-            int stage = ps->luminanceconst[i].texunit;
+        for(i = 0; i < MAX_TEXTURES; i++) {
+            const float *data;
 
-            float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
+            if(prog->bumpenvmat_location[i] == -1) continue;
+
+            data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
             GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_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(ps->baseShader.reg_maps.luminanceparams[stage]) {
-                GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
-                GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
+            if(prog->luminancescale_location[i] != -1) {
+                const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
+                const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
 
                 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
                 checkGLcall("glUniform1fvARB");
@@ -492,77 +709,184 @@ static void shader_glsl_load_constants(
             }
         }
 
-        if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
-                  !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
-            float comparison[4];
-            float mul_low[4];
-
-            if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
-                comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
-                comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
-
-                mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
-                mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
-            } else {
-                comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
-                comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
-
-                mul_low[0] = 1.0; mul_low[1] = 1.0;
-                mul_low[2] = 1.0; mul_low[3] = 1.0;
-            }
-
-            GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
-            GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
-        }
         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
             float correction_params[4];
-            if(deviceImpl->render_offscreen) {
-                correction_params[0] = 0.0;
-                correction_params[1] = 1.0;
+
+            if (context->render_offscreen)
+            {
+                correction_params[0] = 0.0f;
+                correction_params[1] = 1.0f;
             } else {
                 /* position is window relative, not viewport relative */
-                correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
-                correction_params[1] = -1.0;
+                correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
+                correction_params[1] = -1.0f;
             }
             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
         }
     }
+
+    if (priv->next_constant_version == UINT_MAX)
+    {
+        TRACE("Max constant version reached, resetting to 0.\n");
+        wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
+        priv->next_constant_version = 1;
+    }
+    else
+    {
+        prog->constant_version = priv->next_constant_version++;
+    }
 }
 
-/** Generate the variable & register declarations for the GLSL output target */
-static void shader_generate_glsl_declarations(
-    IWineD3DBaseShader *iface,
-    shader_reg_maps* reg_maps,
-    SHADER_BUFFER* buffer,
-    WineD3D_GL_Info* gl_info) {
+static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
+        unsigned int heap_idx, DWORD new_version)
+{
+    struct constant_entry *entries = heap->entries;
+    unsigned int *positions = heap->positions;
+    unsigned int parent_idx;
 
+    while (heap_idx > 1)
+    {
+        parent_idx = heap_idx >> 1;
+
+        if (new_version <= entries[parent_idx].version) break;
+
+        entries[heap_idx] = entries[parent_idx];
+        positions[entries[parent_idx].idx] = heap_idx;
+        heap_idx = parent_idx;
+    }
+
+    entries[heap_idx].version = new_version;
+    entries[heap_idx].idx = idx;
+    positions[idx] = heap_idx;
+}
+
+static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    struct shader_glsl_priv *priv = This->shader_priv;
+    struct constant_heap *heap = &priv->vconst_heap;
+    UINT i;
+
+    for (i = start; i < count + start; ++i)
+    {
+        if (!This->stateBlock->changed.vertexShaderConstantsF[i])
+            update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
+        else
+            update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
+    }
+}
+
+static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
+{
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    struct shader_glsl_priv *priv = This->shader_priv;
+    struct constant_heap *heap = &priv->pconst_heap;
+    UINT i;
+
+    for (i = start; i < count + start; ++i)
+    {
+        if (!This->stateBlock->changed.pixelShaderConstantsF[i])
+            update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
+        else
+            update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
+    }
+}
+
+static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
+{
+    unsigned int ret = gl_info->limits.glsl_varyings / 4;
+    /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
+    if(shader_major > 3) return ret;
+
+    /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
+    if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
+    return ret;
+}
+
+/** Generate the variable & register declarations for the GLSL output target */
+static void shader_generate_glsl_declarations(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
+        const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
+{
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
-    int i;
-    unsigned int extra_constants_needed = 0;
-    local_constant* lconst;
+    const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    unsigned int i, extra_constants_needed = 0;
+    const local_constant *lconst;
+    DWORD map;
 
     /* There are some minor differences between pixel and vertex shaders */
-    char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+    char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
     char prefix = pshader ? 'P' : 'V';
 
     /* Prototype the subroutines */
-    for (i = 0; i < This->baseShader.limits.label; i++) {
-        if (reg_maps->labels[i])
-            shader_addline(buffer, "void subroutine%u();\n", i);
+    for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
+    {
+        if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
     }
 
     /* Declare the constants (aka uniforms) */
     if (This->baseShader.limits.constant_float > 0) {
-        unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
-                (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
+        unsigned max_constantsF;
+        /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
+         * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
+         * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
+         * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
+         * a dx9 card, as long as it doesn't also use all the other constants.
+         *
+         * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
+         * declare only the amount that we're assured to have.
+         *
+         * Thus we run into problems in these two cases:
+         * 1) The shader really uses more uniforms than supported
+         * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
+         */
+        if (pshader)
+        {
+            /* No indirect addressing here. */
+            max_constantsF = gl_info->limits.glsl_ps_float_constants;
+        }
+        else
+        {
+            if(This->baseShader.reg_maps.usesrelconstF) {
+                /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
+                 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
+                 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
+                 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
+                 *
+                 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
+                 */
+                max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
+                if(ctx_priv->cur_vs_args->clip_enabled)
+                {
+                    max_constantsF -= gl_info->limits.clipplanes;
+                }
+                max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
+                /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
+                 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
+                 * for now take this into account when calculating the number of available constants
+                 */
+                max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
+                /* Set by driver quirks in directx.c */
+                max_constantsF -= gl_info->reserved_glsl_constants;
+            }
+            else
+            {
+                max_constantsF = gl_info->limits.glsl_vs_float_constants;
+            }
+        }
+        max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
         shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
     }
 
-    if (This->baseShader.limits.constant_int > 0)
+    /* 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 (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
         shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
 
-    if (This->baseShader.limits.constant_bool > 0)
+    if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
         shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
 
     if(!pshader) {
@@ -577,61 +901,41 @@ static void shader_generate_glsl_declarations(
          * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
          * inout.
          */
-        if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
+        if (reg_maps->shader_version.major >= 3)
+        {
             shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
         } else {
             shader_addline(buffer, "void order_ps_input();\n");
         }
     } else {
-        IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
-
-        ps_impl->numbumpenvmatconsts = 0;
-        for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
-            if(!reg_maps->bumpmat[i]) {
-                continue;
-            }
+        for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
+        {
+            if (!(map & 1)) continue;
 
-            ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
 
-            if(reg_maps->luminanceparams) {
-                ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = 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++;
-            } else {
-                ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
             }
 
             extra_constants_needed++;
-            ps_impl->numbumpenvmatconsts++;
         }
 
-        if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
-            ps_impl->srgb_enabled = 1;
-            if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
-                shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
-                shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
-                ps_impl->srgb_mode_hardcoded = 0;
-                extra_constants_needed++;
-            } else {
-                ps_impl->srgb_mode_hardcoded = 1;
-                shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
-                               srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
-                shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
-                               srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
-            }
-        } else {
-            IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
-
-            /* Do not write any srgb fixup into the shader to save shader size and processing time.
-             * As a consequence, we can't toggle srgb write on without recompilation
-             */
-            ps_impl->srgb_enabled = 0;
-            ps_impl->srgb_mode_hardcoded = 1;
+        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(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
+        if (reg_maps->vpos || reg_maps->usesdsy)
+        {
+            if (This->baseShader.limits.constant_float + extra_constants_needed
+                    + 1 < gl_info->limits.glsl_ps_float_constants)
+            {
                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
                 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
                 extra_constants_needed++;
@@ -641,20 +945,19 @@ static void shader_generate_glsl_declarations(
                  */
                 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",
-                               device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
-                               device->render_offscreen ? 1.0 : -1.0);
+                        context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
+                        context->render_offscreen ? 1.0f : -1.0f);
             }
             shader_addline(buffer, "vec4 vpos;\n");
         }
     }
 
-    /* Declare texture samplers */ 
+    /* Declare texture samplers */
     for (i = 0; i < This->baseShader.limits.sampler; i++) {
-        if (reg_maps->samplers[i]) {
-
-            DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
-            switch (stype) {
-
+        if (reg_maps->sampler_type[i])
+        {
+            switch (reg_maps->sampler_type[i])
+            {
                 case WINED3DSTT_1D:
                     shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
                     break;
@@ -674,36 +977,69 @@ static void shader_generate_glsl_declarations(
                     break;
                 default:
                     shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
-                    FIXME("Unrecognized sampler type: %#x\n", stype);
+                    FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
                     break;
             }
         }
     }
-    
+
+    /* 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;
+        UINT cur = 0;
+
+        /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
+         * while D3D has them in the (normalized) [0,1]x[0,1] range.
+         * samplerNP2Fixup stores texture dimensions and is updated through
+         * shader_glsl_load_np2fixup_constants when the sampler changes. */
+
+        for (i = 0; i < This->baseShader.limits.sampler; ++i) {
+            if (reg_maps->sampler_type[i]) {
+                if (!(ps_args->np2_fixup & (1 << i))) continue;
+
+                if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
+                    FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
+                    continue;
+                }
+
+                fixup->idx[i] = cur++;
+            }
+        }
+
+        fixup->num_consts = (cur + 1) >> 1;
+        shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
+    }
+
     /* Declare address variables */
-    for (i = 0; i < This->baseShader.limits.address; i++) {
-        if (reg_maps->address[i])
-            shader_addline(buffer, "ivec4 A%d;\n", i);
+    for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
+    {
+        if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
     }
 
     /* Declare texture coordinate temporaries and initialize them */
-    for (i = 0; i < This->baseShader.limits.texcoord; i++) {
-        if (reg_maps->texcoord[i]) 
-            shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
+    for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
+    {
+        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 && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
-        if(use_vs(device)) {
-            shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
+    if (pshader && reg_maps->shader_version.major >= 3)
+    {
+        if (use_vs(device->stateBlock))
+        {
+            shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
         } 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", GL_LIMITS(glsl_varyings) / 4);
+            shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
         }
     }
 
@@ -713,15 +1049,18 @@ static void shader_generate_glsl_declarations(
     }
 
     /* Declare temporary variables */
-    for(i = 0; i < This->baseShader.limits.temporary; i++) {
-        if (reg_maps->temporary[i])
-            shader_addline(buffer, "vec4 R%u;\n", i);
+    for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+    {
+        if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
     }
 
     /* Declare attributes */
-    for (i = 0; i < This->baseShader.limits.attributes; i++) {
-        if (reg_maps->attributes[i])
-            shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
+    if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
+    {
+        for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
+        {
+            if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
+        }
     }
 
     /* Declare loop registers aLx */
@@ -772,42 +1111,36 @@ static void shader_generate_glsl_declarations(
  ****************************************************************************/
 
 /* Prototypes */
-static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
-        const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
+static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
+        const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
 
 /** Used for opcode modifiers - They multiply the result by the specified amount */
 static const char * const shift_glsl_tab[] = {
-    "",           /*  0 (none) */ 
-    "2.0 * ",     /*  1 (x2)   */ 
-    "4.0 * ",     /*  2 (x4)   */ 
-    "8.0 * ",     /*  3 (x8)   */ 
-    "16.0 * ",    /*  4 (x16)  */ 
-    "32.0 * ",    /*  5 (x32)  */ 
-    "",           /*  6 (x64)  */ 
-    "",           /*  7 (x128) */ 
-    "",           /*  8 (d256) */ 
-    "",           /*  9 (d128) */ 
-    "",           /* 10 (d64)  */ 
-    "",           /* 11 (d32)  */ 
-    "0.0625 * ",  /* 12 (d16)  */ 
-    "0.125 * ",   /* 13 (d8)   */ 
-    "0.25 * ",    /* 14 (d4)   */ 
-    "0.5 * "      /* 15 (d2)   */ 
+    "",           /*  0 (none) */
+    "2.0 * ",     /*  1 (x2)   */
+    "4.0 * ",     /*  2 (x4)   */
+    "8.0 * ",     /*  3 (x8)   */
+    "16.0 * ",    /*  4 (x16)  */
+    "32.0 * ",    /*  5 (x32)  */
+    "",           /*  6 (x64)  */
+    "",           /*  7 (x128) */
+    "",           /*  8 (d256) */
+    "",           /*  9 (d128) */
+    "",           /* 10 (d64)  */
+    "",           /* 11 (d32)  */
+    "0.0625 * ",  /* 12 (d16)  */
+    "0.125 * ",   /* 13 (d8)   */
+    "0.25 * ",    /* 14 (d4)   */
+    "0.5 * "      /* 15 (d2)   */
 };
 
 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
-static void shader_glsl_gen_modifier (
-    const DWORD instr,
-    const char *in_reg,
-    const char *in_regswizzle,
-    char *out_str) {
-
+static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
+{
     out_str[0] = 0;
-    
-    if (instr == WINED3DSIO_TEXKILL)
-        return;
 
-    switch (instr & WINED3DSP_SRCMOD_MASK) {
+    switch (src_modifier)
+    {
     case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
     case WINED3DSPSM_DW:
     case WINED3DSPSM_NONE:
@@ -847,224 +1180,240 @@ static void shader_glsl_gen_modifier (
         sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
         break;
     default:
-        FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
+        FIXME("Unhandled modifier %u\n", src_modifier);
         sprintf(out_str, "%s%s", in_reg, in_regswizzle);
     }
 }
 
 /** Writes the GLSL variable name that corresponds to the register that the
  * DX opcode parameter is trying to access */
-static void shader_glsl_get_register_name(
-    const DWORD param,
-    const DWORD addr_token,
-    char* regstr,
-    BOOL* is_color,
-    SHADER_OPCODE_ARG* arg) {
-
+static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
+        char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
+{
     /* oPos, oFog and oPts in D3D */
     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
 
-    DWORD reg = param & WINED3DSP_REGNUM_MASK;
-    DWORD regtype = shader_get_regtype(param);
-    IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
-
-    char pshader = shader_is_pshader_version(This->baseShader.hex_version);
-    char tmpStr[150];
-
-    *is_color = FALSE;   
-    switch (regtype) {
-    case WINED3DSPR_TEMP:
-        sprintf(tmpStr, "R%u", reg);
-    break;
-    case WINED3DSPR_INPUT:
-        if (pshader) {
-            /* Pixel shaders >= 3.0 */
-            if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
-                DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
-
-                if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
+    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+    char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
+
+    *is_color = FALSE;
+
+    switch (reg->type)
+    {
+        case WINED3DSPR_TEMP:
+            sprintf(register_name, "R%u", reg->idx);
+            break;
+
+        case WINED3DSPR_INPUT:
+            /* vertex shaders */
+            if (!pshader)
+            {
+                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);
+                break;
+            }
+
+            /* pixel shaders >= 3.0 */
+            if (This->baseShader.reg_maps.shader_version.major >= 3)
+            {
+                DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
+                unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
+
+                if (reg->rel_addr)
+                {
                     glsl_src_param_t rel_param;
-                    shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
+
+                    shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
 
                     /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
-                     * operation there
-                     */
-                    if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
-                        if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
-                            sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
-                                    rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
-                                    rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
-                                    rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
-                        } else {
-                            sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
+                     * operation there */
+                    if (idx)
+                    {
+                        if (((IWineD3DPixelShaderImpl *)This)->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);
                         }
-                    } else {
-                        if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
-                            sprintf(tmpStr, "((%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);
-                        } else {
-                            sprintf(tmpStr, "IN[%s]", rel_param.param_str);
+                        else
+                        {
+                            sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
                         }
                     }
-                } else {
-                    DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
-                    if (idx == in_count) {
-                        sprintf(tmpStr, "gl_Color");
-                    } else if (idx == in_count + 1) {
-                        sprintf(tmpStr, "gl_SecondaryColor");
-                    } else {
-                        sprintf(tmpStr, "IN[%u]", idx);
+                    else
+                    {
+                        if (((IWineD3DPixelShaderImpl *)This)->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);
+                        }
+                        else
+                        {
+                            sprintf(register_name, "IN[%s]", rel_param.param_str);
+                        }
                     }
                 }
-            } else {
-                if (reg==0)
-                    strcpy(tmpStr, "gl_Color");
                 else
-                    strcpy(tmpStr, "gl_SecondaryColor");
+                {
+                    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 {
-            if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
-               *is_color = TRUE;
-            sprintf(tmpStr, "attrib%u", reg);
-        } 
-        break;
-    case WINED3DSPR_CONST:
-    {
-        const char prefix = pshader? 'P':'V';
-
-        /* Relative addressing */
-        if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
-
-           /* Relative addressing on shaders 2.0+ have a relative address token, 
-            * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
-           if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)  {
-               glsl_src_param_t rel_param;
-               shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
-               if(reg) {
-                   sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
-               } else {
-                   sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
-               }
-           } else {
-               if(reg) {
-                   sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
-               } else {
-                   sprintf(tmpStr, "%cC[A0.x]", prefix);
-               }
-           }
+            else
+            {
+                if (reg->idx == 0) strcpy(register_name, "gl_Color");
+                else strcpy(register_name, "gl_SecondaryColor");
+                break;
+            }
+            break;
 
-        } else {
-            if(shader_constant_is_local(This, reg)) {
-                sprintf(tmpStr, "%cLC%u", prefix, reg);
-            } else {
-                sprintf(tmpStr, "%cC[%u]", prefix, reg);
+        case WINED3DSPR_CONST:
+            {
+                const char prefix = pshader ? 'P' : 'V';
+
+                /* Relative addressing */
+                if (reg->rel_addr)
+                {
+                    glsl_src_param_t 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);
+                }
+                else
+                {
+                    if (shader_constant_is_local(This, reg->idx))
+                        sprintf(register_name, "%cLC%u", prefix, reg->idx);
+                    else
+                        sprintf(register_name, "%cC[%u]", prefix, reg->idx);
+                }
             }
-        }
+            break;
 
-        break;
-    }
-    case WINED3DSPR_CONSTINT:
-        if (pshader)
-            sprintf(tmpStr, "PI[%u]", reg);
-        else
-            sprintf(tmpStr, "VI[%u]", reg);
-        break;
-    case WINED3DSPR_CONSTBOOL:
-        if (pshader)
-            sprintf(tmpStr, "PB[%u]", reg);
-        else
-            sprintf(tmpStr, "VB[%u]", reg);
-        break;
-    case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
-        if (pshader) {
-            sprintf(tmpStr, "T%u", reg);
-        } else {
-            sprintf(tmpStr, "A%u", reg);
-        }
-    break;
-    case WINED3DSPR_LOOP:
-        sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
-    break;
-    case WINED3DSPR_SAMPLER:
-        if (pshader)
-            sprintf(tmpStr, "Psampler%u", reg);
-        else
-            sprintf(tmpStr, "Vsampler%u", reg);
-    break;
-    case WINED3DSPR_COLOROUT:
-        if (reg >= GL_LIMITS(buffers)) {
-            WARN("Write to render target %u, only %d supported\n", reg, 4);
-        }
-        if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
-            sprintf(tmpStr, "gl_FragData[%u]", reg);
-        } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
-            sprintf(tmpStr, "gl_FragColor");
-        }
-    break;
-    case WINED3DSPR_RASTOUT:
-        sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
-    break;
-    case WINED3DSPR_DEPTHOUT:
-        sprintf(tmpStr, "gl_FragDepth");
-    break;
-    case WINED3DSPR_ATTROUT:
-        if (reg == 0) {
-            sprintf(tmpStr, "gl_FrontColor");
-        } else {
-            sprintf(tmpStr, "gl_FrontSecondaryColor");
-        }
-    break;
-    case WINED3DSPR_TEXCRDOUT:
-        /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
-        if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
-            sprintf(tmpStr, "OUT[%u]", reg);
-        else
-            sprintf(tmpStr, "gl_TexCoord[%u]", reg);
-    break;
-    case WINED3DSPR_MISCTYPE:
-        if (reg == 0) {
-            /* vPos */
-            sprintf(tmpStr, "vpos");
-        } else if (reg == 1){
-            /* Note that gl_FrontFacing is a bool, while vFace is
-             * a float for which the sign determines front/back
-             */
-            sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
-        } else {
-            FIXME("Unhandled misctype register %d\n", reg);
-            sprintf(tmpStr, "unrecognized_register");
-        }
-        break;
-    default:
-        FIXME("Unhandled register name Type(%d)\n", regtype);
-        sprintf(tmpStr, "unrecognized_register");
-    break;
+        case WINED3DSPR_CONSTINT:
+            if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
+            else sprintf(register_name, "VI[%u]", reg->idx);
+            break;
+
+        case WINED3DSPR_CONSTBOOL:
+            if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
+            else sprintf(register_name, "VB[%u]", reg->idx);
+            break;
+
+        case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
+            if (pshader) sprintf(register_name, "T%u", reg->idx);
+            else sprintf(register_name, "A%u", reg->idx);
+            break;
+
+        case WINED3DSPR_LOOP:
+            sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
+            break;
+
+        case WINED3DSPR_SAMPLER:
+            if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
+            else sprintf(register_name, "Vsampler%u", reg->idx);
+            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);
+
+            sprintf(register_name, "gl_FragData[%u]", reg->idx);
+            break;
+
+        case WINED3DSPR_RASTOUT:
+            sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
+            break;
+
+        case WINED3DSPR_DEPTHOUT:
+            sprintf(register_name, "gl_FragDepth");
+            break;
+
+        case WINED3DSPR_ATTROUT:
+            if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
+            else sprintf(register_name, "gl_FrontSecondaryColor");
+            break;
+
+        case WINED3DSPR_TEXCRDOUT:
+            /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
+            if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
+            else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
+            break;
+
+        case WINED3DSPR_MISCTYPE:
+            if (reg->idx == 0)
+            {
+                /* vPos */
+                sprintf(register_name, "vpos");
+            }
+            else if (reg->idx == 1)
+            {
+                /* Note that gl_FrontFacing is a bool, while vFace is
+                 * a float for which the sign determines front/back */
+                sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
+            }
+            else
+            {
+                FIXME("Unhandled misctype register %d\n", reg->idx);
+                sprintf(register_name, "unrecognized_register");
+            }
+            break;
+
+        case WINED3DSPR_IMMCONST:
+            switch (reg->immconst_type)
+            {
+                case WINED3D_IMMCONST_FLOAT:
+                    sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
+                    break;
+
+                case WINED3D_IMMCONST_FLOAT4:
+                    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;
+
+                default:
+                    FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
+                    sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
+            }
+            break;
+
+        default:
+            FIXME("Unhandled register name Type(%d)\n", reg->type);
+            sprintf(register_name, "unrecognized_register");
+            break;
     }
+}
 
-    strcat(regstr, tmpStr);
+static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
+{
+    *str++ = '.';
+    if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
+    if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
+    if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
+    if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
+    *str = '\0';
 }
 
 /* Get the GLSL write mask for the destination register */
-static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
-    char *ptr = write_mask;
-    DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
+static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
+{
+    DWORD mask = param->write_mask;
 
-    if (shader_is_scalar(param)) {
+    if (shader_is_scalar(&param->reg))
+    {
         mask = WINED3DSP_WRITEMASK_0;
-    } else {
-        *ptr++ = '.';
-        if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
-        if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
-        if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
-        if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
+        *write_mask = '\0';
+    }
+    else
+    {
+        shader_glsl_write_mask_to_str(mask, write_mask);
     }
-
-    *ptr = '\0';
 
     return mask;
 }
@@ -1080,107 +1429,116 @@ static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
     return size;
 }
 
-static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
+static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
+{
     /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
      * but addressed as "rgba". To fix this we need to swap the register's x
      * and z components. */
-    DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
     const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
-    char *ptr = swizzle_str;
 
-    if (!shader_is_scalar(param)) {
-        *ptr++ = '.';
-        /* swizzle bits fields: wwzzyyxx */
-        if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
-        if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
-        if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
-        if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
-    }
+    *str++ = '.';
+    /* swizzle bits fields: wwzzyyxx */
+    if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
+    if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
+    if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
+    if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
+    *str = '\0';
+}
 
-    *ptr = '\0';
+static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
+        BOOL fixup, DWORD mask, char *swizzle_str)
+{
+    if (shader_is_scalar(&param->reg))
+        *swizzle_str = '\0';
+    else
+        shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
 }
 
 /* From a given parameter token, generate the corresponding GLSL string.
  * Also, return the actual register name and swizzle in case the
  * caller needs this information as well. */
-static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
-        const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
+static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
+        const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
+{
     BOOL is_color = FALSE;
     char swizzle_str[6];
 
-    src_param->reg_name[0] = '\0';
-    src_param->param_str[0] = '\0';
+    glsl_src->reg_name[0] = '\0';
+    glsl_src->param_str[0] = '\0';
     swizzle_str[0] = '\0';
 
-    shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
-
-    shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
-    shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
+    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);
 }
 
 /* From a given parameter token, generate the corresponding GLSL string.
  * Also, return the actual register name and swizzle in case the
  * caller needs this information as well. */
-static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
-        const DWORD addr_token, glsl_dst_param_t *dst_param) {
+static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
+        const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
+{
     BOOL is_color = FALSE;
 
-    dst_param->mask_str[0] = '\0';
-    dst_param->reg_name[0] = '\0';
+    glsl_dst->mask_str[0] = '\0';
+    glsl_dst->reg_name[0] = '\0';
 
-    shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
-    return shader_glsl_get_write_mask(param, dst_param->mask_str);
+    shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
+    return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
 }
 
 /* Append the destination part of the instruction to the buffer, return the effective write mask */
-static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
-    glsl_dst_param_t dst_param;
+static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
+        const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
+{
+    glsl_dst_param_t glsl_dst;
     DWORD mask;
-    int shift;
-
-    mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
 
-    if(mask) {
-        shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
-        shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
-    }
+    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]);
 
     return mask;
 }
 
 /* Append the destination part of the instruction to the buffer, return the effective write mask */
-static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
-    return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
+static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
+{
+    return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
 }
 
 /** Process GLSL instruction modifiers */
-void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
-    
-    DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
-    if (arg->opcode->dst_token && mask != 0) {
-        glsl_dst_param_t dst_param;
+static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
+{
+    glsl_dst_param_t dst_param;
+    DWORD modifiers;
 
-        shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
+    if (!ins->dst_count) return;
 
-        if (mask & WINED3DSPDM_SATURATE) {
-            /* _SAT means to clamp the value of the register to between 0 and 1 */
-            shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
-                    dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
-        }
-        if (mask & WINED3DSPDM_MSAMPCENTROID) {
-            FIXME("_centroid modifier not handled\n");
-        }
-        if (mask & WINED3DSPDM_PARTIALPRECISION) {
-            /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
-        }
+    modifiers = ins->dst[0].modifiers;
+    if (!modifiers) return;
+
+    shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+
+    if (modifiers & WINED3DSPDM_SATURATE)
+    {
+        /* _SAT means to clamp the value of the register to between 0 and 1 */
+        shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
+                dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
     }
-}
 
-static inline const char* shader_get_comp_op(
-    const DWORD opcode) {
+    if (modifiers & WINED3DSPDM_MSAMPCENTROID)
+    {
+        FIXME("_centroid modifier not handled\n");
+    }
+
+    if (modifiers & WINED3DSPDM_PARTIALPRECISION)
+    {
+        /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
+    }
+}
 
-    DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
+static inline const char *shader_get_comp_op(DWORD op)
+{
     switch (op) {
         case COMPARISON_GT: return ">";
         case COMPARISON_EQ: return "==";
@@ -1194,278 +1552,289 @@ static inline const char* shader_get_comp_op(
     }
 }
 
-static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
+static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
+{
+    BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
+    BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
+    BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
+    BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
+
     /* Note that there's no such thing as a projected cube texture. */
     switch(sampler_type) {
         case WINED3DSTT_1D:
-            sample_function->name = projected ? "texture1DProj" : "texture1D";
+            if(lod) {
+                sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
+            } else  if(grad) {
+                sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
+            } else {
+                sample_function->name = projected ? "texture1DProj" : "texture1D";
+            }
             sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
             break;
         case WINED3DSTT_2D:
             if(texrect) {
-                sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
+                if(lod) {
+                    sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
+                } else  if(grad) {
+                    /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
+                    * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
+                     */
+                    sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
+                } else {
+                    sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
+                }
             } else {
-                sample_function->name = projected ? "texture2DProj" : "texture2D";
+                if(lod) {
+                    sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
+                } else  if(grad) {
+                    sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
+                } else {
+                    sample_function->name = projected ? "texture2DProj" : "texture2D";
+                }
             }
             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
             break;
         case WINED3DSTT_CUBE:
-            sample_function->name = "textureCube";
+            if(lod) {
+                sample_function->name = "textureCubeLod";
+            } else if(grad) {
+                sample_function->name = "textureCubeGradARB";
+            } else {
+                sample_function->name = "textureCube";
+            }
             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
             break;
         case WINED3DSTT_VOLUME:
-            sample_function->name = projected ? "texture3DProj" : "texture3D";
+            if(lod) {
+                sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
+            } else  if(grad) {
+                sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
+            } else {
+                sample_function->name = projected ? "texture3DProj" : "texture3D";
+            }
             sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
             break;
         default:
             sample_function->name = "";
+            sample_function->coord_mask = 0;
             FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
             break;
     }
 }
 
-static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
-    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
-    WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
-    glsl_dst_param_t dst_param;
-    glsl_dst_param_t dst_param2;
-    WINED3DFORMAT fmt;
-    WINED3DFORMAT conversion_group;
-    IWineD3DBaseTextureImpl *texture;
-    DWORD mask, mask_size;
-    UINT i;
-    BOOL recorded = FALSE;
-    DWORD sampler_idx;
-    DWORD hex_version = shader->baseShader.hex_version;
+static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
+        BOOL sign_fixup, enum fixup_channel_source channel_source)
+{
+    switch(channel_source)
+    {
+        case CHANNEL_SOURCE_ZERO:
+            strcat(arguments, "0.0");
+            break;
 
-    switch(arg->opcode->opcode) {
-        case WINED3DSIO_TEX:
-            if (hex_version < WINED3DPS_VERSION(2,0)) {
-                sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
-            } else {
-                sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
-            }
+        case CHANNEL_SOURCE_ONE:
+            strcat(arguments, "1.0");
             break;
 
-        case WINED3DSIO_TEXLDL:
-            FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
-            return;
+        case CHANNEL_SOURCE_X:
+            strcat(arguments, reg_name);
+            strcat(arguments, ".x");
+            break;
+
+        case CHANNEL_SOURCE_Y:
+            strcat(arguments, reg_name);
+            strcat(arguments, ".y");
+            break;
+
+        case CHANNEL_SOURCE_Z:
+            strcat(arguments, reg_name);
+            strcat(arguments, ".z");
+            break;
 
-        case WINED3DSIO_TEXDP3TEX:
-        case WINED3DSIO_TEXM3x3TEX:
-        case WINED3DSIO_TEXM3x3SPEC:
-        case WINED3DSIO_TEXM3x3VSPEC:
-        case WINED3DSIO_TEXBEM:
-        case WINED3DSIO_TEXREG2AR:
-        case WINED3DSIO_TEXREG2GB:
-        case WINED3DSIO_TEXREG2RGB:
-            sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+        case CHANNEL_SOURCE_W:
+            strcat(arguments, reg_name);
+            strcat(arguments, ".w");
             break;
 
         default:
-            /* Not a texture sampling instruction, nothing to do */
-            return;
-    };
+            FIXME("Unhandled channel source %#x\n", channel_source);
+            strcat(arguments, "undefined");
+            break;
+    }
 
-    texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
-    if(texture) {
-        fmt = texture->resource.format;
-        conversion_group = texture->baseTexture.shader_conversion_group;
-    } else {
-        fmt = WINED3DFMT_UNKNOWN;
-        conversion_group = WINED3DFMT_UNKNOWN;
+    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)
+{
+    struct wined3d_shader_dst_param dst;
+    unsigned int mask_size, remaining;
+    glsl_dst_param_t dst_param;
+    char arguments[256];
+    DWORD mask;
+
+    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 (is_yuv_fixup(fixup))
+    {
+        enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
+        FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
+        return;
     }
 
-    /* before doing anything, record the sampler with the format in the format conversion list,
-     * but check if it's not there already
-     */
-    for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
-        if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
-            recorded = TRUE;
-            break;
-        }
+    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);
+        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);
+        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);
+        if (--remaining) strcat(arguments, ", ");
     }
-    if(!recorded) {
-        shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
-        shader->baseShader.num_sampled_samplers++;
-        shader->baseShader.sampled_format[sampler_idx] = conversion_group;
+    if (mask & WINED3DSP_WRITEMASK_3)
+    {
+        shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
+        if (--remaining) strcat(arguments, ", ");
     }
 
-    switch(fmt) {
-        case WINED3DFMT_V8U8:
-        case WINED3DFMT_V16U16:
-            if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
-              (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
-                /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
-                mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
-                mask_size = shader_glsl_get_write_mask_size(mask);
-                if(mask_size >= 3) {
-                    shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
-                }
-            } else {
-                /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
-                mask = shader_glsl_add_dst_param(arg, arg->dst,
-                                          WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
-                                          &dst_param);
-                mask_size = shader_glsl_get_write_mask_size(mask);
-                if(mask_size >= 2) {
-                    shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
-                    dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
-                    dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
-                } else if(mask_size == 1) {
-                    shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
-                    dst_param.reg_name, dst_param.mask_str[1]);
-                }
-            }
-            break;
+    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);
+    }
+    else
+    {
+        shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
+    }
+}
 
-        case WINED3DFMT_X8L8V8U8:
-            if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
-                /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
-                 * and a(X) is always 1.0
-                 */
-                mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
-                mask_size = shader_glsl_get_write_mask_size(mask);
-                if(mask_size >= 2) {
-                    shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
-                                   dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
-                                   dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
-                } else if(mask_size == 1) {
-                    shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
-                                   dst_param.reg_name, dst_param.mask_str[1],
-                                   dst_param.reg_name, dst_param.mask_str[1]);
-                }
-            }
-            break;
+static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
+        DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
+        const char *dx, const char *dy,
+        const char *bias, const char *coord_reg_fmt, ...)
+{
+    const char *sampler_base;
+    char dst_swizzle[6];
+    struct color_fixup_desc fixup;
+    BOOL np2_fixup = FALSE;
+    va_list args;
 
-        case WINED3DFMT_L6V5U5:
-            if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
-                mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
-                mask_size = shader_glsl_get_write_mask_size(mask);
-                shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
-                if(mask_size >= 3) {
-                    /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
-                    shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
-                                   dst_param.reg_name, dst_param.mask_str[2]);
-                    shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
-                                   dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
-                                   dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
-                    shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
-                                   dst_param.mask_str[3]);
-                } else if(mask_size == 2) {
-                    /* This is bad: We have VL, but we need VU */
-                    FIXME("2 components sampled from a converted L6V5U5 texture\n");
-                } else {
-                    shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
-                                   dst_param.reg_name, dst_param.mask_str[1],
-                                   dst_param2.reg_name, dst_param.mask_str[1]);
-                }
-            }
-            break;
+    shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
 
-        case WINED3DFMT_Q8W8V8U8:
-            if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
-                /* Correct the sign in all channels. The writemask just applies as-is, no
-                 * need for checking the mask size
-                 */
-                shader_glsl_add_dst_param(arg, arg->dst,
-                                          WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
-                                          WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
-                                          &dst_param);
-                shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
-                               dst_param.reg_name, dst_param.mask_str);
-            }
-            break;
+    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+    {
+        const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
+        fixup = priv->cur_ps_args->color_fixup[sampler];
+        sampler_base = "Psampler";
 
-        case WINED3DFMT_ATI2N:
-            /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
-             * which means the first one is replicated across .rgb, and the 2nd one is in
-             * .a. We need the 2nd in .g
-             *
-             * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
-             * are swapped compared to d3d. So swap red and green.
-             */
-            mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
-            mask_size = shader_glsl_get_write_mask_size(mask);
-            if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
-                if(mask_size >= 2) {
-                    shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n",
-                                dst_param.reg_name, dst_param.mask_str[1],
-                                                    dst_param.mask_str[2],
-                                dst_param.reg_name, dst_param.mask_str[2],
-                                                    dst_param.mask_str[1]);
-                } else {
-                    FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
-                }
+        if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
+            if(bias) {
+                FIXME("Biased sampling from NP2 textures is unsupported\n");
             } else {
-                if(mask_size == 4) {
-                    /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
-                    shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
-                                dst_param.reg_name, dst_param.mask_str[2],
-                                dst_param.reg_name, dst_param.mask_str[4]);
-                } else if(mask_size == 1) {
-                    /* Nothing to do */
-                } else {
-                    FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
-                    /* This is bad: We have .r[gb], but we need .ra */
-                }
+                np2_fixup = TRUE;
             }
-            break;
+        }
+    } else {
+        sampler_base = "Vsampler";
+        fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
+    }
 
-            /* stupid compiler */
-        default:
-            break;
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+
+    shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
+
+    va_start(args, coord_reg_fmt);
+    shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
+    va_end(args);
+
+    if(bias) {
+        shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
+    } else {
+        if (np2_fixup) {
+            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,
+                           (idx % 2) ? "zw" : "xy", dst_swizzle);
+        } else if(dx && dy) {
+            shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
+        } else {
+            shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
+        }
+    }
+
+    if(!is_identity_fixup(fixup)) {
+        shader_glsl_color_correction(ins, fixup);
     }
 }
 
 /*****************************************************************************
- * 
  * Begin processing individual instruction opcodes
- * 
  ****************************************************************************/
 
 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
-void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
-    CONST SHADER_OPCODE* curOpcode = arg->opcode;
-    SHADER_BUFFER* buffer = arg->buffer;
+static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD write_mask;
     char op;
 
     /* Determine the GLSL operator to use based on the opcode */
-    switch (curOpcode->opcode) {
-        case WINED3DSIO_MUL: op = '*'; break;
-        case WINED3DSIO_ADD: op = '+'; break;
-        case WINED3DSIO_SUB: op = '-'; break;
+    switch (ins->handler_idx)
+    {
+        case WINED3DSIH_MUL: op = '*'; break;
+        case WINED3DSIH_ADD: op = '+'; break;
+        case WINED3DSIH_SUB: op = '-'; break;
         default:
             op = ' ';
-            FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
+            FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
             break;
     }
 
-    write_mask = shader_glsl_append_dst(buffer, arg);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
+    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);
 }
 
 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
-void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
-    SHADER_BUFFER* buffer = arg->buffer;
+static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(buffer, arg);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
+    write_mask = shader_glsl_append_dst(buffer, ins);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
 
     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
      * shader versions WINED3DSIO_MOVA is used for this. */
-    if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
-            !shader_is_pshader_version(shader->baseShader.hex_version) &&
-            shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
+    if (ins->ctx->reg_maps->shader_version.major == 1
+            && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
+            && ins->dst[0].reg.type == WINED3DSPR_ADDR)
+    {
         /* This is a simple floor() */
         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
         if (mask_size > 1) {
@@ -1473,7 +1842,9 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
         } else {
             shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
         }
-    } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
+    }
+    else if(ins->handler_idx == WINED3DSIH_MOVA)
+    {
         /* We need to *round* to the nearest int here. */
         unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
         if (mask_size > 1) {
@@ -1487,26 +1858,27 @@ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
 }
 
 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
-void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
-    CONST SHADER_OPCODE* curOpcode = arg->opcode;
-    SHADER_BUFFER* buffer = arg->buffer;
+static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD dst_write_mask, src_write_mask;
     unsigned int dst_size = 0;
 
-    dst_write_mask = shader_glsl_append_dst(buffer, arg);
+    dst_write_mask = shader_glsl_append_dst(buffer, ins);
     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
 
     /* dp3 works on vec3, dp4 on vec4 */
-    if (curOpcode->opcode == WINED3DSIO_DP4) {
+    if (ins->handler_idx == WINED3DSIH_DP4)
+    {
         src_write_mask = WINED3DSP_WRITEMASK_ALL;
     } else {
         src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     }
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
 
     if (dst_size > 1) {
         shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
@@ -1517,34 +1889,36 @@ void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
 
 /* Note that this instruction has some restrictions. The destination write mask
  * can't contain the w component, and the source swizzles have to be .xyzw */
-void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
+static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
+{
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     char dst_mask[6];
 
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
-    shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
+    shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
+    shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
 }
 
 /* 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. */
-void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
-    SHADER_BUFFER *buffer = arg->buffer;
+static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD dst_write_mask;
     unsigned int dst_size;
 
-    dst_write_mask = shader_glsl_append_dst(buffer, arg);
+    dst_write_mask = shader_glsl_append_dst(buffer, ins);
     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
 
     if (dst_size > 1) {
         shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
@@ -1556,16 +1930,17 @@ void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
  * Src0 is a scalar. Note that D3D uses the absolute of src0, while
  * GLSL uses the value as-is. */
-void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
-    SHADER_BUFFER *buffer = arg->buffer;
+static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD dst_write_mask;
     unsigned int dst_size;
 
-    dst_write_mask = shader_glsl_append_dst(buffer, arg);
+    dst_write_mask = shader_glsl_append_dst(buffer, ins);
     dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
 
     if (dst_size > 1) {
         shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
@@ -1575,48 +1950,47 @@ void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
 }
 
 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
-void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
-    CONST SHADER_OPCODE* curOpcode = arg->opcode;
-    SHADER_BUFFER* buffer = arg->buffer;
+static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src_param;
     const char *instruction;
-    char arguments[256];
     DWORD write_mask;
     unsigned i;
 
     /* Determine the GLSL function to use based on the opcode */
     /* TODO: Possibly make this a table for faster lookups */
-    switch (curOpcode->opcode) {
-        case WINED3DSIO_MIN: instruction = "min"; break;
-        case WINED3DSIO_MAX: instruction = "max"; break;
-        case WINED3DSIO_ABS: instruction = "abs"; break;
-        case WINED3DSIO_FRC: instruction = "fract"; break;
-        case WINED3DSIO_NRM: instruction = "normalize"; break;
-        case WINED3DSIO_LOGP:
-        case WINED3DSIO_LOG: instruction = "log2"; break;
-        case WINED3DSIO_EXP: instruction = "exp2"; break;
-        case WINED3DSIO_SGN: instruction = "sign"; break;
-        case WINED3DSIO_DSX: instruction = "dFdx"; break;
-        case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
+    switch (ins->handler_idx)
+    {
+        case WINED3DSIH_MIN: instruction = "min"; break;
+        case WINED3DSIH_MAX: instruction = "max"; break;
+        case WINED3DSIH_ABS: instruction = "abs"; break;
+        case WINED3DSIH_FRC: instruction = "fract"; break;
+        case WINED3DSIH_NRM: instruction = "normalize"; break;
+        case WINED3DSIH_EXP: instruction = "exp2"; break;
+        case WINED3DSIH_DSX: instruction = "dFdx"; break;
+        case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
         default: instruction = "";
-            FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
+            FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
             break;
     }
 
-    write_mask = shader_glsl_append_dst(buffer, arg);
+    write_mask = shader_glsl_append_dst(buffer, ins);
 
-    arguments[0] = '\0';
-    if (curOpcode->num_params > 0) {
-        shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
-        strcat(arguments, src_param.param_str);
-        for (i = 2; i < curOpcode->num_params; ++i) {
-            strcat(arguments, ", ");
-            shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
-            strcat(arguments, src_param.param_str);
+    shader_addline(buffer, "%s(", instruction);
+
+    if (ins->src_count)
+    {
+        shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
+        shader_addline(buffer, "%s", src_param.param_str);
+        for (i = 1; i < ins->src_count; ++i)
+        {
+            shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
+            shader_addline(buffer, ", %s", src_param.param_str);
         }
     }
 
-    shader_addline(buffer, "%s(%s));\n", instruction, arguments);
+    shader_addline(buffer, "));\n");
 }
 
 /** Process the WINED3DSIO_EXPP instruction in GLSL:
@@ -1628,65 +2002,68 @@ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
  * For 2.0 shaders, just do this (honoring writemask and swizzle):
  *   dst = 2^src;    (partial precision is allowed, but optional)
  */
-void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
+static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
 
-    if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
+    if (ins->ctx->reg_maps->shader_version.major < 2)
+    {
         char dst_mask[6];
 
-        shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
-        shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
-        shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
-        shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
+        shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
+        shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
 
-        shader_glsl_append_dst(arg->buffer, arg);
-        shader_glsl_get_write_mask(arg->dst, dst_mask);
-        shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
+        shader_glsl_append_dst(ins->ctx->buffer, ins);
+        shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+        shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
     } else {
         DWORD write_mask;
         unsigned int mask_size;
 
-        write_mask = shader_glsl_append_dst(arg->buffer, arg);
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
         mask_size = shader_glsl_get_write_mask_size(write_mask);
 
         if (mask_size > 1) {
-            shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
+            shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
         } else {
-            shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
+            shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
         }
     }
 }
 
 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
-void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src_param;
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
 
     if (mask_size > 1) {
-        shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
+        shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
     } else {
-        shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
     }
 }
 
-void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
-    SHADER_BUFFER* buffer = arg->buffer;
+static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src_param;
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(buffer, arg);
+    write_mask = shader_glsl_append_dst(buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
 
     if (mask_size > 1) {
         shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
@@ -1696,32 +2073,35 @@ void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
 }
 
 /** Process signed comparison opcodes in GLSL. */
-void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
 
     if (mask_size > 1) {
         const char *compare;
 
-        switch(arg->opcode->opcode) {
-            case WINED3DSIO_SLT: compare = "lessThan"; break;
-            case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
+        switch(ins->handler_idx)
+        {
+            case WINED3DSIH_SLT: compare = "lessThan"; break;
+            case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
             default: compare = "";
-                FIXME("Can't handle opcode %s\n", arg->opcode->name);
+                FIXME("Can't handle opcode %#x\n", ins->handler_idx);
         }
 
-        shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
+        shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
                 src0_param.param_str, src1_param.param_str);
     } else {
-        switch(arg->opcode->opcode) {
-            case WINED3DSIO_SLT:
+        switch(ins->handler_idx)
+        {
+            case WINED3DSIH_SLT:
                 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
                  * to return 0.0 but step returns 1.0 because step is not < x
                  * An alternative is a bvec compare padded with an unused second component.
@@ -1729,21 +2109,23 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
                  * issue. Playing with not() is not possible either because not() does not accept
                  * a scalar.
                  */
-                shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
+                shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
+                        src0_param.param_str, src1_param.param_str);
                 break;
-            case WINED3DSIO_SGE:
+            case WINED3DSIH_SGE:
                 /* Here we can use the step() function and safe a conditional */
-                shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
+                shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
                 break;
             default:
-                FIXME("Can't handle opcode %s\n", arg->opcode->name);
+                FIXME("Can't handle opcode %#x\n", ins->handler_idx);
         }
 
     }
 }
 
 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
-void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     glsl_src_param_t src2_param;
@@ -1752,65 +2134,65 @@ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
     char mask_char[6];
     BOOL temp_destination = FALSE;
 
-    if(shader_is_scalar(arg->src[0])) {
-        write_mask = shader_glsl_append_dst(arg->buffer, arg);
+    if (shader_is_scalar(&ins->src[0].reg))
+    {
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
-        shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
-        shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
-        shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
+        shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &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(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
+        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 src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
-        DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
-        DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
-        DWORD src0regtype = shader_get_regtype(arg->src[0]);
-        DWORD src1regtype = shader_get_regtype(arg->src[1]);
-        DWORD src2regtype = shader_get_regtype(arg->src[2]);
-        DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
-        DWORD dstregtype = shader_get_regtype(arg->dst);
+        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 ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
+                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((src0reg == dstreg && src0regtype == dstregtype) ||
-            (src1reg == dstreg && src1regtype == dstregtype) ||
-            (src2reg == dstreg && src2regtype == dstregtype)) {
-
-                write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
+            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(arg->buffer, "tmp0%s = (", mask_char);
+                shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
                 temp_destination = TRUE;
             } else {
-                write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
+                write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
                 if (!write_mask) continue;
             }
 
-            shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
-            shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
-            shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
+            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(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
+            shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
         }
 
         if(temp_destination) {
-            shader_glsl_get_write_mask(arg->dst, mask_char);
-            shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
-            shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
+            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);
         }
     }
 
@@ -1819,134 +2201,154 @@ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
  * the compare is done per component of src0. */
-void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
+static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_dst_param dst;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     glsl_src_param_t src2_param;
     DWORD write_mask, cmp_channel = 0;
     unsigned int i, j;
+    DWORD dst_mask;
+    DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
+            ins->ctx->reg_maps->shader_version.minor);
 
-    if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
-        write_mask = shader_glsl_append_dst(arg->buffer, arg);
-        shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-        shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
-        shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
+    if (shader_version < WINED3D_SHADER_VERSION(1, 4))
+    {
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+        shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+        shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+        shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
 
         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
-        if(arg->opcode_token & WINED3DSI_COISSUE) {
-            shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
+        if (ins->coissue)
+        {
+            shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
         } else {
-            shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
+            shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
         }
         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 ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
+            if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
+            {
                 write_mask |= WINED3DSP_WRITEMASK_0 << j;
                 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
             }
         }
-        write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
+
+        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(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
-        shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
-        shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
+        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(arg->buffer, "%s > 0.5 ? %s : %s);\n",
+        shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
     }
 }
 
 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
-void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     glsl_src_param_t src2_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
-    shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
-    shader_addline(arg->buffer, "(%s * %s) + %s);\n",
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
+    shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
             src0_param.param_str, src1_param.param_str, src2_param.param_str);
 }
 
-/** Handles transforming all WINED3DSIO_M?x? opcodes for 
-    Vertex shaders to GLSL codes */
-void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
+/* Handles transforming all WINED3DSIO_M?x? opcodes for
+   Vertex shaders to GLSL codes */
+static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
+{
     int i;
     int nComponents = 0;
-    SHADER_OPCODE_ARG tmpArg;
-   
-    memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
+    struct wined3d_shader_dst_param tmp_dst = {{0}};
+    struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
+    struct wined3d_shader_instruction tmp_ins;
+
+    memset(&tmp_ins, 0, sizeof(tmp_ins));
 
     /* Set constants for the temporary argument */
-    tmpArg.shader      = arg->shader;
-    tmpArg.buffer      = arg->buffer;
-    tmpArg.src[0]      = arg->src[0];
-    tmpArg.src_addr[0] = arg->src_addr[0];
-    tmpArg.src_addr[1] = arg->src_addr[1];
-    tmpArg.reg_maps = arg->reg_maps; 
-    
-    switch(arg->opcode->opcode) {
-        case WINED3DSIO_M4x4:
+    tmp_ins.ctx = ins->ctx;
+    tmp_ins.dst_count = 1;
+    tmp_ins.dst = &tmp_dst;
+    tmp_ins.src_count = 2;
+    tmp_ins.src = tmp_src;
+
+    switch(ins->handler_idx)
+    {
+        case WINED3DSIH_M4x4:
             nComponents = 4;
-            tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
+            tmp_ins.handler_idx = WINED3DSIH_DP4;
             break;
-        case WINED3DSIO_M4x3:
+        case WINED3DSIH_M4x3:
             nComponents = 3;
-            tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
+            tmp_ins.handler_idx = WINED3DSIH_DP4;
             break;
-        case WINED3DSIO_M3x4:
+        case WINED3DSIH_M3x4:
             nComponents = 4;
-            tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+            tmp_ins.handler_idx = WINED3DSIH_DP3;
             break;
-        case WINED3DSIO_M3x3:
+        case WINED3DSIH_M3x3:
             nComponents = 3;
-            tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+            tmp_ins.handler_idx = WINED3DSIH_DP3;
             break;
-        case WINED3DSIO_M3x2:
+        case WINED3DSIH_M3x2:
             nComponents = 2;
-            tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+            tmp_ins.handler_idx = WINED3DSIH_DP3;
             break;
         default:
             break;
     }
 
-    for (i = 0; i < nComponents; i++) {
-        tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
-        tmpArg.src[1]      = arg->src[1]+i;
-        shader_glsl_dot(&tmpArg);
+    tmp_dst = ins->dst[0];
+    tmp_src[0] = ins->src[0];
+    tmp_src[1] = ins->src[1];
+    for (i = 0; i < nComponents; ++i)
+    {
+        tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
+        shader_glsl_dot(&tmp_ins);
+        ++tmp_src[1].reg.idx;
     }
 }
 
 /**
-    The LRP instruction performs a component-wise linear interpolation 
+    The LRP instruction performs a component-wise linear interpolation
     between the second and third operands using the first operand as the
     blend factor.  Equation:  (dst = src2 + src0 * (src1 - src2))
     This is equivalent to mix(src2, src1, src0);
 */
-void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     glsl_src_param_t src2_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
-    shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
+    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(arg->buffer, "mix(%s, %s, %s));\n",
+    shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
             src2_param.param_str, src1_param.param_str, src0_param.param_str);
 }
 
@@ -1956,18 +2358,19 @@ void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
  * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
  *                                        where src.w is clamped at +- 128
  */
-void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     glsl_src_param_t src3_param;
     char dst_mask[6];
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
 
     /* The sdk specifies the instruction like this
      * dst.x = 1.0;
@@ -1990,8 +2393,9 @@ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
      */
-    shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
-                   src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
+    shader_addline(ins->ctx->buffer,
+            "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
+            src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
 }
 
 /** Process the WINED3DSIO_DST instruction in GLSL:
@@ -2000,52 +2404,54 @@ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
  * dst.z = src0.z
  * dst.w = src1.w
  */
-void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0y_param;
     glsl_src_param_t src0z_param;
     glsl_src_param_t src1y_param;
     glsl_src_param_t src1w_param;
     char dst_mask[6];
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
 
-    shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
+    shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
 }
 
 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
  * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
  * can handle it.  But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
- * 
+ *
  * dst.x = cos(src0.?)
  * dst.y = sin(src0.?)
  * dst.z = dst.z
  * dst.w = dst.w
  */
-void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
 
     switch (write_mask) {
         case WINED3DSP_WRITEMASK_0:
-            shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
+            shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
             break;
 
         case WINED3DSP_WRITEMASK_1:
-            shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
+            shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
             break;
 
         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
-            shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
+            shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
             break;
 
         default:
@@ -2054,174 +2460,240 @@ void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
     }
 }
 
+/* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
+ * here. But those extra parameters require a dedicated function for sgn, since map2gl would
+ * generate invalid code
+ */
+static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
+{
+    glsl_src_param_t src0_param;
+    DWORD write_mask;
+
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
+
+    shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
+}
+
 /** Process the WINED3DSIO_LOOP instruction in GLSL:
  * Start a for() loop where src1.y is the initial value of aL,
  *  increment aL by src1.z for a total of src1.x iterations.
  *  Need to use a temporary variable for this operation.
  */
 /* FIXME: I don't think nested loops will work correctly this way. */
-void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src1_param;
-    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
-    DWORD regtype = shader_get_regtype(arg->src[1]);
-    DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     const DWORD *control_values = NULL;
-    local_constant *constant;
+    const local_constant *constant;
 
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
+    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(regtype == WINED3DSPR_CONSTINT) {
+    if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
+    {
         LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
-            if(constant->idx == reg) {
+            if (constant->idx == ins->src[1].reg.idx)
+            {
                 control_values = constant->value;
                 break;
             }
         }
     }
 
-    if(control_values) {
-        if(control_values[2] > 0) {
-            shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
-                           shader->baseShader.cur_loop_depth, control_values[1],
-                           shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
-                           shader->baseShader.cur_loop_depth, control_values[2]);
-        } else if(control_values[2] == 0) {
-            shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
-                           shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
-                           shader->baseShader.cur_loop_depth, control_values[0],
-                           shader->baseShader.cur_loop_depth);
-        } else {
-            shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
-                           shader->baseShader.cur_loop_depth, control_values[1],
-                           shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
-                           shader->baseShader.cur_loop_depth, control_values[2]);
+    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",
+                    shader->baseShader.cur_loop_depth, loop_control.start,
+                    shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+                    shader->baseShader.cur_loop_depth, loop_control.step);
+        }
+        else if (loop_control.step < 0)
+        {
+            shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
+                    shader->baseShader.cur_loop_depth, loop_control.start,
+                    shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
+                    shader->baseShader.cur_loop_depth, loop_control.step);
+        }
+        else
+        {
+            shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
+                    shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
+                    shader->baseShader.cur_loop_depth, loop_control.count,
+                    shader->baseShader.cur_loop_depth);
         }
     } else {
-        shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
-                       shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
-                       src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
-                       shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
+        shader_addline(ins->ctx->buffer,
+                "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
+                shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
+                src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
+                shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
     }
 
     shader->baseShader.cur_loop_depth++;
     shader->baseShader.cur_loop_regno++;
 }
 
-void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
+static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
 
-    shader_addline(arg->buffer, "}\n");
+    shader_addline(ins->ctx->buffer, "}\n");
 
-    if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
+    if (ins->handler_idx == WINED3DSIH_ENDLOOP)
+    {
         shader->baseShader.cur_loop_depth--;
         shader->baseShader.cur_loop_regno--;
     }
-    if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
+
+    if (ins->handler_idx == WINED3DSIH_ENDREP)
+    {
         shader->baseShader.cur_loop_depth--;
     }
 }
 
-void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
+static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     glsl_src_param_t src0_param;
+    const DWORD *control_values = NULL;
+    const local_constant *constant;
+
+    /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
+    if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
+    {
+        LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
+        {
+            if (constant->idx == ins->src[0].reg.idx)
+            {
+                control_values = constant->value;
+                break;
+            }
+        }
+    }
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
-                   shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
-                   src0_param.param_str, shader->baseShader.cur_loop_depth);
+    if(control_values) {
+        shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
+                       shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
+                       control_values[0], shader->baseShader.cur_loop_depth);
+    } else {
+        shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+        shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
+                shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
+                src0_param.param_str, shader->baseShader.cur_loop_depth);
+    }
     shader->baseShader.cur_loop_depth++;
 }
 
-void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
 }
 
-void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
 
-    shader_addline(arg->buffer, "if (%s %s %s) {\n",
-            src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
+    shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
+            src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
 }
 
-void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
-    shader_addline(arg->buffer, "} else {\n");
+static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
+{
+    shader_addline(ins->ctx->buffer, "} else {\n");
 }
 
-void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
-    shader_addline(arg->buffer, "break;\n");
+static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
+{
+    shader_addline(ins->ctx->buffer, "break;\n");
 }
 
 /* FIXME: According to MSDN the compare is done per component. */
-void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
 
-    shader_addline(arg->buffer, "if (%s %s %s) break;\n",
-            src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
+    shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
+            src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
 }
 
-void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
-
-    DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
-    shader_addline(arg->buffer, "}\n");
-    shader_addline(arg->buffer, "void subroutine%u () {\n",  snum);
+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);
 }
 
-void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
-    DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
-    shader_addline(arg->buffer, "subroutine%u();\n", snum);
+static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
+{
+    shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
 }
 
-void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src1_param;
 
-    DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
-    shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
+    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);
+}
+
+static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
+{
+    /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
+     * function only suppresses the unhandled instruction warning
+     */
 }
 
 /*********************************************
  * Pixel Shader Specific Code begins here
  ********************************************/
-void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
+static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    DWORD hex_version = This->baseShader.hex_version;
-    char dst_swizzle[6];
+    DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
+            ins->ctx->reg_maps->shader_version.minor);
     glsl_sample_function_t sample_function;
-    DWORD sampler_type;
+    DWORD sample_flags = 0;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
     DWORD sampler_idx;
-    BOOL projected, texrect = FALSE;
-    DWORD mask = 0;
-
-    /* All versions have a destination register */
-    shader_glsl_append_dst(arg->buffer, arg);
+    DWORD mask = 0, swizzle;
 
     /* 1.0-1.4: Use destination register as sampler source.
      * 2.0+: Use provided sampler source. */
-    if (hex_version < WINED3DPS_VERSION(1,4)) {
-        DWORD flags;
+    if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
+    else sampler_idx = ins->src[1].reg.idx;
+    sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
 
-        sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
-        flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
+    if (shader_version < WINED3D_SHADER_VERSION(1,4))
+    {
+        DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
 
-        if (flags & WINED3DTTFF_PROJECTED) {
-            projected = TRUE;
+        /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
+        if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
+            sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
             switch (flags & ~WINED3DTTFF_PROJECTED) {
                 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
                 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
@@ -2229,134 +2701,155 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
                 case WINED3DTTFF_COUNT4:
                 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
             }
-        } else {
-            projected = FALSE;
         }
-    } else if (hex_version < WINED3DPS_VERSION(2,0)) {
-        DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
-        sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
-
+    }
+    else if (shader_version < WINED3D_SHADER_VERSION(2,0))
+    {
+        DWORD src_mod = ins->src[0].modifiers;
+
         if (src_mod == WINED3DSPSM_DZ) {
-            projected = TRUE;
+            sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
             mask = WINED3DSP_WRITEMASK_2;
         } else if (src_mod == WINED3DSPSM_DW) {
-            projected = TRUE;
+            sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
             mask = WINED3DSP_WRITEMASK_3;
-        } else {
-            projected = FALSE;
         }
     } else {
-        sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
-        if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
-                /* ps 2.0 texldp instruction always divides by the fourth component. */
-                projected = TRUE;
-                mask = WINED3DSP_WRITEMASK_3;
-        } else {
-            projected = FALSE;
+        if (ins->flags & WINED3DSI_TEXLD_PROJECT)
+        {
+            /* ps 2.0 texldp instruction always divides by the fourth component. */
+            sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
+            mask = WINED3DSP_WRITEMASK_3;
         }
     }
 
     if(deviceImpl->stateBlock->textures[sampler_idx] &&
        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
-        texrect = TRUE;
+        sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
     }
 
-    sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
-    shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
+    shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
     mask |= sample_function.coord_mask;
 
-    if (hex_version < WINED3DPS_VERSION(2,0)) {
-        shader_glsl_get_write_mask(arg->dst, dst_swizzle);
-    } else {
-        shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
-    }
+    if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
+    else swizzle = ins->src[1].swizzle;
 
     /* 1.0-1.3: Use destination register as coordinate source.
        1.4+: Use provided coordinate source register. */
-    if (hex_version < WINED3DPS_VERSION(1,4)) {
+    if (shader_version < WINED3D_SHADER_VERSION(1,4))
+    {
         char coord_mask[6];
-        shader_glsl_get_write_mask(mask, coord_mask);
-        shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
-                sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
+        shader_glsl_write_mask_to_str(mask, coord_mask);
+        shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
+                "T%u%s", sampler_idx, coord_mask);
     } else {
         glsl_src_param_t coord_param;
-        shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
-        if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
+        shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
+        if (ins->flags & WINED3DSI_TEXLD_BIAS)
+        {
             glsl_src_param_t bias;
-            shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
-
-            shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
-                    sample_function.name, sampler_idx, coord_param.param_str,
-                    bias.param_str, dst_swizzle);
+            shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
+            shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
+                    "%s", coord_param.param_str);
         } else {
-            shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
-                    sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
+            shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
+                    "%s", coord_param.param_str);
         }
     }
 }
 
-void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
-    IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
+static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
     glsl_sample_function_t sample_function;
-    glsl_src_param_t coord_param, lod_param;
-    char dst_swizzle[6];
+    glsl_src_param_t coord_param, dx_param, dy_param;
+    DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
     DWORD sampler_type;
     DWORD sampler_idx;
-    BOOL texrect = FALSE;
+    DWORD swizzle = ins->src[1].swizzle;
+
+    if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD])
+    {
+        FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
+        return shader_glsl_tex(ins);
+    }
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
+    sampler_idx = ins->src[1].reg.idx;
+    sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+    if(deviceImpl->stateBlock->textures[sampler_idx] &&
+       IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
+        sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
+    }
+
+    shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
+    shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
+    shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
+    shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
 
-    sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
-    sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
+                                "%s", coord_param.param_str);
+}
+
+static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+    glsl_sample_function_t sample_function;
+    glsl_src_param_t coord_param, lod_param;
+    DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
+    DWORD sampler_type;
+    DWORD sampler_idx;
+    DWORD swizzle = ins->src[1].swizzle;
+
+    sampler_idx = ins->src[1].reg.idx;
+    sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
     if(deviceImpl->stateBlock->textures[sampler_idx] &&
        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
-        texrect = TRUE;
+        sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
     }
-    shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function);    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
+    shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
+    shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
 
-    if (shader_is_pshader_version(This->baseShader.hex_version)) {
+    if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD]
+            && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+    {
         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
          * However, they seem to work just fine in fragment shaders as well. */
-        WARN("Using %sLod in fragment shader.\n", sample_function.name);
-        shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
-                sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
-    } else {
-        shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
-                sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
+        WARN("Using %s in fragment shader.\n", sample_function.name);
     }
+    shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
+            "%s", coord_param.param_str);
 }
 
-void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
-
+static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
+{
     /* FIXME: Make this work for more than just 2D textures */
-    
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
-    SHADER_BUFFER* buffer = arg->buffer;
-    DWORD hex_version = This->baseShader.hex_version;
-    DWORD write_mask;
-    char dst_mask[6];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(write_mask, dst_mask);
+    if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
+    {
+        char dst_mask[6];
 
-    if (hex_version != WINED3DPS_VERSION(1,4)) {
-        DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
-        shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
+        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);
     } else {
-        DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
-        DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
+        DWORD reg = ins->src[0].reg.idx;
+        DWORD src_mod = ins->src[0].modifiers;
         char dst_swizzle[6];
 
-        shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
+        shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
 
         if (src_mod == WINED3DSPSM_DZ) {
             glsl_src_param_t div_param;
             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
-            shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
+            shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
 
             if (mask_size > 1) {
                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
@@ -2366,7 +2859,7 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
         } else if (src_mod == WINED3DSPSM_DW) {
             glsl_src_param_t div_param;
             unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
-            shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
+            shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
 
             if (mask_size > 1) {
                 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
@@ -2382,72 +2875,76 @@ void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
  * Take a 3-component dot product of the TexCoord[dstreg] and src,
  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
-void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
-    char dst_mask[6];
     glsl_sample_function_t sample_function;
-    DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+    DWORD sampler_idx = ins->dst[0].reg.idx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
-
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+    UINT mask_size;
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
 
     /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
      * scalar, and projected sampling would require 4.
      *
      * It is a dependent read - not valid with conditional NP2 textures
      */
-    shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
+    mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
 
-    switch(count_bits(sample_function.coord_mask)) {
+    switch(mask_size)
+    {
         case 1:
-            shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
-                           sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+            shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+                    "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
             break;
 
         case 2:
-            shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
-                          sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+            shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+                    "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
             break;
 
         case 3:
-            shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
-                           sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
+            shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+                    "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
             break;
+
         default:
-            FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
+            FIXME("Unexpected mask size %u\n", mask_size);
+            break;
     }
 }
 
 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
  * Take a 3-component dot product of the TexCoord[dstreg] and src. */
-void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
-    DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
+    DWORD dstreg = ins->dst[0].reg.idx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD dst_mask;
     unsigned int mask_size;
 
-    dst_mask = shader_glsl_append_dst(arg->buffer, arg);
+    dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(dst_mask);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
 
     if (mask_size > 1) {
-        shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
+        shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
     } else {
-        shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
+        shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
     }
 }
 
 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
  * Calculate the depth as dst.x / dst.y   */
-void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
+{
     glsl_dst_param_t dst_param;
 
-    shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
+    shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
 
     /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
      * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
@@ -2455,7 +2952,8 @@ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
      * >= 1.0 or < 0.0
      */
-    shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
+    shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
+            dst_param.reg_name, dst_param.reg_name);
 }
 
 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
@@ -2463,156 +2961,154 @@ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
  * Calculate tmp0.y = TexCoord[dstreg] . src.xyz;  (tmp0.x has already been calculated)
  * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
  */
-void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
+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 = arg->dst & WINED3DSP_REGNUM_MASK;
+    DWORD dstreg = ins->dst[0].reg.idx;
     glsl_src_param_t src0_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
 
-    shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
-    shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
+    shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
+    shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
 }
 
 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
  * Calculate the 1st of a 2-row matrix multiplication. */
-void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
+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 = arg->dst & WINED3DSP_REGNUM_MASK;
-    SHADER_BUFFER* buffer = arg->buffer;
+    DWORD reg = ins->dst[0].reg.idx;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
     shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
 }
 
 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
-void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
-
-    IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
+static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
-    SHADER_BUFFER* buffer = arg->buffer;
+    DWORD reg = ins->dst[0].reg.idx;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     glsl_src_param_t src0_param;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
     shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
     current_state->texcoord_w[current_state->current_row++] = reg;
 }
 
-void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
+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 = arg->dst & WINED3DSP_REGNUM_MASK;
-    SHADER_BUFFER* buffer = arg->buffer;
+    DWORD reg = ins->dst[0].reg.idx;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
-    char dst_mask[6];
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
+    glsl_sample_function_t sample_function;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
     shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
 
-    shader_glsl_append_dst(buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
 
     /* Sample the texture using the calculated coordinates */
-    shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
+    shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
 }
 
 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
  * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
-void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
+{
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     glsl_src_param_t src0_param;
-    char dst_mask[6];
-    DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
+    DWORD reg = ins->dst[0].reg.idx;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
     glsl_sample_function_t sample_function;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
-    shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
+    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);
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
     /* Dependent read, not valid with conditional NP2 */
-    shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
 
     /* Sample the texture using the calculated coordinates */
-    shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
+    shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
 
     current_state->current_row = 0;
 }
 
 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
  * Perform the 3rd row of a 3x3 matrix multiply */
-void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
+{
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     glsl_src_param_t src0_param;
     char dst_mask[6];
-    DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
+    DWORD reg = ins->dst[0].reg.idx;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
-    shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
+    shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
 
     current_state->current_row = 0;
 }
 
-/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL 
- * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
-void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
-
-    IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
-    DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
+/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
+ * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
+    DWORD reg = ins->dst[0].reg.idx;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
-    char dst_mask[6];
-    SHADER_BUFFER* buffer = arg->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
-    DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     glsl_sample_function_t sample_function;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
 
     /* Perform the last matrix multiply operation */
     shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
     /* Reflection calculation */
     shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
 
-    shader_glsl_append_dst(buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
     /* Dependent read, not valid with conditional NP2 */
-    shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
+    shader_glsl_get_sample_function(stype, 0, &sample_function);
 
     /* Sample the texture */
-    shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
+    shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
 
     current_state->current_row = 0;
 }
 
-/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL 
- * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
-void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
-
-    IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
-    DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
-    SHADER_BUFFER* buffer = arg->buffer;
+/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
+ * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
+static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
+    DWORD reg = ins->dst[0].reg.idx;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     glsl_src_param_t src0_param;
-    char dst_mask[6];
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
     glsl_sample_function_t sample_function;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
 
     /* Perform the last matrix multiply operation */
     shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
@@ -2622,13 +3118,11 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
             current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
     shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
 
-    shader_glsl_append_dst(buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
     /* Dependent read, not valid with conditional NP2 */
-    shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
 
     /* Sample the texture using the calculated coordinates */
-    shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
+    shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
 
     current_state->current_row = 0;
 }
@@ -2637,29 +3131,27 @@ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
  * Apply a fake bump map transform.
  * texbem is pshader <= 1.3 only, this saves a few version checks
  */
-void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
+static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
+{
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    char dst_swizzle[6];
     glsl_sample_function_t sample_function;
     glsl_src_param_t coord_param;
-    DWORD sampler_type;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
     DWORD sampler_idx;
     DWORD mask;
     DWORD flags;
     char coord_mask[6];
 
-    sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+    sampler_idx = ins->dst[0].reg.idx;
     flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
 
-    sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
     /* Dependent read, not valid with conditional NP2 */
-    shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
     mask = sample_function.coord_mask;
 
-    shader_glsl_get_write_mask(arg->dst, dst_swizzle);
-
-    shader_glsl_get_write_mask(mask, coord_mask);
+    shader_glsl_write_mask_to_str(mask, coord_mask);
 
     /* with projective textures, texbem only divides the static texture coord, not the displacement,
          * so we can't let the GL handle this.
@@ -2674,175 +3166,185 @@ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
             case WINED3DTTFF_COUNT4:
             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
         }
-        shader_glsl_get_write_mask(div_mask, coord_div_mask);
-        shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
+        shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
+        shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
     }
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
-    if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
+    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,
+            coord_param.param_str, coord_mask);
+
+    if (ins->handler_idx == WINED3DSIH_TEXBEML)
+    {
         glsl_src_param_t luminance_param;
-        shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
-        shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
-                       sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
-                       luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
-    } else {
-        shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
-                       sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
+        glsl_dst_param_t dst_param;
+
+        shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
+        shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+
+        shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
+                dst_param.reg_name, dst_param.mask_str,
+                luminance_param.param_str, sampler_idx, sampler_idx);
     }
 }
 
-void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param, src1_param;
-    DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+    DWORD sampler_idx = ins->dst[0].reg.idx;
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
-                   src0_param.param_str, sampler_idx, src1_param.param_str);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
+            src0_param.param_str, sampler_idx, src1_param.param_str);
 }
 
 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
  * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
-void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
-
+static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
-    DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
-    char dst_mask[6];
+    DWORD sampler_idx = ins->dst[0].reg.idx;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+    glsl_sample_function_t sample_function;
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
 
-    shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
+    shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+            "%s.wx", src0_param.reg_name);
 }
 
 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
  * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
-void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
-    DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
-    char dst_mask[6];
+    DWORD sampler_idx = ins->dst[0].reg.idx;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+    glsl_sample_function_t sample_function;
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
 
-    shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
+    shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+            "%s.yz", src0_param.reg_name);
 }
 
 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
  * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
-void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
-    char dst_mask[6];
-    DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
-    DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_idx = ins->dst[0].reg.idx;
+    WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
     glsl_sample_function_t sample_function;
 
-    shader_glsl_append_dst(arg->buffer, arg);
-    shader_glsl_get_write_mask(arg->dst, dst_mask);
     /* Dependent read, not valid with conditional NP2 */
-    shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
+    shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
+    shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
 
-    shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
+    shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
+            "%s", src0_param.param_str);
 }
 
 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
  * If any of the first 3 components are < 0, discard this pixel */
-void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
-    DWORD hex_version = This->baseShader.hex_version;
+static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
+{
     glsl_dst_param_t dst_param;
 
     /* The argument is a destination parameter, and no writemasks are allowed */
-    shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
-    if((hex_version >= WINED3DPS_VERSION(2,0))) {
+    shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
+    if (ins->ctx->reg_maps->shader_version.major >= 2)
+    {
         /* 2.0 shaders compare all 4 components in texkill */
-        shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
+        shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
     } else {
         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
          * 4 components are defined, only the first 3 are used
          */
-        shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
+        shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
     }
 }
 
 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
  * dst = dot2(src0, src1) + src2 */
-void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
+{
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     glsl_src_param_t src2_param;
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(arg->buffer, arg);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
 
-    shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
-    shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
-    shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
+    shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
+    shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
+    shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
 
     if (mask_size > 1) {
-        shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
+        shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
+                mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
     } else {
-        shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
+        shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
+                src0_param.param_str, src1_param.param_str, src2_param.param_str);
     }
 }
 
-static void pshader_glsl_input_pack(
-   SHADER_BUFFER* buffer,
-   semantic* semantics_in,
-   IWineD3DPixelShader *iface) {
-
-   unsigned int i;
-   IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
-
-   for (i = 0; i < MAX_REG_INPUT; i++) {
-
-       DWORD usage_token = semantics_in[i].usage;
-       DWORD register_token = semantics_in[i].reg;
-       DWORD usage, usage_idx;
-       char reg_mask[6];
-
-       /* Uninitialized */
-       if (!usage_token) continue;
-       usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
-       usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-       shader_glsl_get_write_mask(register_token, reg_mask);
-
-       switch(usage) {
-
-           case WINED3DDECLUSAGE_TEXCOORD:
-               if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
-                   shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
-                                  This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
-               } else {
-                   shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
-                                  This->input_reg_map[i], reg_mask, reg_mask);
-               }
-               break;
-
-           case WINED3DDECLUSAGE_COLOR:
-               if (usage_idx == 0)
-                   shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
-                       This->input_reg_map[i], reg_mask, reg_mask);
-               else if (usage_idx == 1)
-                   shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
-                       This->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",
-                       This->input_reg_map[i], reg_mask, reg_mask);
-               break;
+static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
+        const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
+        enum vertexprocessing_mode vertexprocessing)
+{
+    unsigned int i;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
+    WORD map = reg_maps->input_registers;
 
-           default:
-               shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
-                   This->input_reg_map[i], reg_mask, reg_mask);
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        const char *semantic_name;
+        UINT semantic_idx;
+        char reg_mask[6];
+
+        /* Unused */
+        if (!(map & 1)) continue;
+
+        semantic_name = input_signature[i].semantic_name;
+        semantic_idx = input_signature[i].semantic_idx;
+        shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
+
+        if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+        {
+            if (semantic_idx < 8 && vertexprocessing == pretransformed)
+                shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
+                        This->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",
+                        This->input_reg_map[i], reg_mask, reg_mask);
+        }
+        else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+        {
+            if (semantic_idx == 0)
+                shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
+                        This->input_reg_map[i], reg_mask, reg_mask);
+            else if (semantic_idx == 1)
+                shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
+                        This->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",
+                        This->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",
+                    This->input_reg_map[i], reg_mask, reg_mask);
         }
     }
 }
@@ -2852,32 +3354,45 @@ static void pshader_glsl_input_pack(
  ********************************************/
 
 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
-    glsl_program_key_t *key;
+    glsl_program_key_t key;
 
-    key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
-    key->vshader = entry->vshader;
-    key->pshader = entry->pshader;
+    key.vshader = entry->vshader;
+    key.pshader = entry->pshader;
+    key.vs_args = entry->vs_args;
+    key.ps_args = entry->ps_args;
 
-    hash_table_put(priv->glsl_program_lookup, key, entry);
+    if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
+    {
+        ERR("Failed to insert program entry.\n");
+    }
 }
 
 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
-        GLhandleARB vshader, GLhandleARB pshader) {
+        IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
+        struct ps_compile_args *ps_args) {
+    struct wine_rb_entry *entry;
     glsl_program_key_t key;
 
     key.vshader = vshader;
     key.pshader = pshader;
+    key.vs_args = *vs_args;
+    key.ps_args = *ps_args;
 
-    return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
+    entry = wine_rb_get(&priv->program_lookup, &key);
+    return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
 }
 
-static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) {
-    glsl_program_key_t *key;
+/* GL locking 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)
+{
+    glsl_program_key_t key;
 
-    key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
-    key->vshader = entry->vshader;
-    key->pshader = entry->pshader;
-    hash_table_remove(priv->glsl_program_lookup, key);
+    key.vshader = entry->vshader;
+    key.pshader = entry->pshader;
+    key.vs_args = entry->vs_args;
+    key.ps_args = entry->ps_args;
+    wine_rb_remove(&priv->program_lookup, &key);
 
     GL_EXTCALL(glDeleteObjectARB(entry->programId));
     if (entry->vshader) list_remove(&entry->vshader_entry);
@@ -2887,34 +3402,41 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_
     HeapFree(GetProcessHeap(), 0, entry);
 }
 
-static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
+static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
+        const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
+        const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
+{
     unsigned int i, j;
-    DWORD usage_token, usage_token_out;
-    DWORD register_token, register_token_out;
-    DWORD usage, usage_idx, usage_out, usage_idx_out;
+    const char *semantic_name_in, *semantic_name_out;
+    UINT semantic_idx_in, semantic_idx_out;
     DWORD *set;
     DWORD in_idx;
-    DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
+    unsigned int in_count = vec4_varyings(3, gl_info);
     char reg_mask[6], reg_mask_out[6];
     char destination[50];
+    WORD input_map, output_map;
 
     set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
 
-    if (!semantics_out) {
+    if (!output_signature)
+    {
         /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
         shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
         shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
     }
 
-    for(i = 0; i < MAX_REG_INPUT; i++) {
-        usage_token = semantics_in[i].usage;
-        if (!usage_token) continue;
+    input_map = reg_maps_in->input_registers;
+    for (i = 0; input_map; input_map >>= 1, ++i)
+    {
+        if (!(input_map & 1)) continue;
 
         in_idx = map[i];
         if (in_idx >= (in_count + 2)) {
             FIXME("More input varyings declared than supported, expect issues\n");
             continue;
-        } else if(map[i] == -1) {
+        }
+        else if (map[i] == ~0U)
+        {
             /* Declared, but not read register */
             continue;
         }
@@ -2927,60 +3449,65 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
             sprintf(destination, "IN[%u]", in_idx);
         }
 
-        register_token = semantics_in[i].reg;
-
-        usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
-        usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-        set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
-
-        if(!semantics_out) {
-            switch(usage) {
-                case WINED3DDECLUSAGE_COLOR:
-                    if (usage_idx == 0)
-                        shader_addline(buffer, "%s%s = front_color%s;\n",
-                                       destination, reg_mask, reg_mask);
-                    else if (usage_idx == 1)
-                        shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
-                                       destination, reg_mask, reg_mask);
-                    else
-                        shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
-                                       destination, reg_mask, reg_mask);
-                    break;
-
-                case WINED3DDECLUSAGE_TEXCOORD:
-                    if (usage_idx < 8) {
-                        shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
-                                       destination, reg_mask, usage_idx, reg_mask);
-                    } else {
-                        shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
-                                       destination, reg_mask, reg_mask);
-                    }
-                    break;
-
-                case WINED3DDECLUSAGE_FOG:
-                    shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
-                                   destination, reg_mask, reg_mask);
-                    break;
-
-                default:
+        semantic_name_in = input_signature[i].semantic_name;
+        semantic_idx_in = input_signature[i].semantic_idx;
+        set[map[i]] = input_signature[i].mask;
+        shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
+
+        if (!output_signature)
+        {
+            if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
+            {
+                if (semantic_idx_in == 0)
+                    shader_addline(buffer, "%s%s = front_color%s;\n",
+                            destination, reg_mask, reg_mask);
+                else if (semantic_idx_in == 1)
+                    shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
+                            destination, reg_mask, reg_mask);
+                else
                     shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
-                                   destination, reg_mask, reg_mask);
+                            destination, reg_mask, reg_mask);
+            }
+            else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
+            {
+                if (semantic_idx_in < 8)
+                {
+                    shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
+                            destination, reg_mask, semantic_idx_in, reg_mask);
+                }
+                else
+                {
+                    shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+                            destination, reg_mask, reg_mask);
+                }
+            }
+            else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
+            {
+                shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
+                        destination, reg_mask, reg_mask);
+            }
+            else
+            {
+                shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
+                        destination, reg_mask, reg_mask);
             }
         } else {
             BOOL found = FALSE;
-            for(j = 0; j < MAX_REG_OUTPUT; j++) {
-                usage_token_out = semantics_out[j].usage;
-                if (!usage_token_out) continue;
-                register_token_out = semantics_out[j].reg;
 
-                usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
-                usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-                shader_glsl_get_write_mask(register_token_out, reg_mask_out);
+            output_map = reg_maps_out->output_registers;
+            for (j = 0; output_map; output_map >>= 1, ++j)
+            {
+                if (!(output_map & 1)) continue;
+
+                semantic_name_out = output_signature[j].semantic_name;
+                semantic_idx_out = output_signature[j].semantic_idx;
+                shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
 
-                if(usage == usage_out &&
-                   usage_idx == usage_idx_out) {
+                if (semantic_idx_in == semantic_idx_out
+                        && !strcmp(semantic_name_in, semantic_name_out))
+                {
                     shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
-                                   destination, reg_mask, j, reg_mask);
+                            destination, reg_mask, j, reg_mask);
                     found = TRUE;
                 }
             }
@@ -2996,7 +3523,8 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
      * input varyings are assigned above, if the optimizer works properly.
      */
     for(i = 0; i < in_count + 2; i++) {
-        if(set[i] != WINED3DSP_WRITEMASK_ALL) {
+        if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
+        {
             unsigned int size = 0;
             memset(reg_mask, 0, sizeof(reg_mask));
             if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
@@ -3035,175 +3563,480 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
     HeapFree(GetProcessHeap(), 0, set);
 }
 
-static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
-        IWineD3DPixelShader *pixelshader,
-        WineD3D_GL_Info *gl_info) {
+/* GL locking is done by the caller */
+static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
+        IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
+{
     GLhandleARB ret = 0;
     IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
     IWineD3DDeviceImpl *device;
-    DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
-    DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
+    DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
+    DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
     unsigned int i;
-    SHADER_BUFFER buffer;
-    DWORD usage_token;
-    DWORD register_token;
-    DWORD usage, usage_idx, writemask;
+    const char *semantic_name;
+    UINT semantic_idx;
     char reg_mask[6];
-    semantic *semantics_out, *semantics_in;
+    const struct wined3d_shader_signature_element *output_signature;
 
-    buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
-    buffer.bsize = 0;
-    buffer.lineNo = 0;
-    buffer.newline = TRUE;
+    shader_buffer_clear(buffer);
 
-    shader_addline(&buffer, "#version 120\n");
+    shader_addline(buffer, "#version 120\n");
 
     if(vs_major < 3 && ps_major < 3) {
         /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
          * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
          */
         device = (IWineD3DDeviceImpl *) vs->baseShader.device;
-        if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
-            !device->frag_pipe->ffp_proj_control) {
-            shader_addline(&buffer, "void order_ps_input() {\n");
+        if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
+                && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
+        {
+            shader_addline(buffer, "void order_ps_input() {\n");
             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
                 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
                    vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
-                    shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
+                    shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
                 }
             }
-            shader_addline(&buffer, "}\n");
+            shader_addline(buffer, "}\n");
         } else {
-            shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
+            shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
         }
     } else if(ps_major < 3 && vs_major >= 3) {
-        /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
-        semantics_out = vs->semantics_out;
-
-        shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
-        for(i = 0; i < MAX_REG_OUTPUT; i++) {
-            usage_token = semantics_out[i].usage;
-            if (!usage_token) continue;
-            register_token = semantics_out[i].reg;
-
-            usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
-            usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-            writemask = shader_glsl_get_write_mask(register_token, reg_mask);
-
-            switch(usage) {
-                case WINED3DDECLUSAGE_COLOR:
-                    if (usage_idx == 0)
-                        shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
-                    else if (usage_idx == 1)
-                        shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
-                    break;
-
-                case WINED3DDECLUSAGE_POSITION:
-                    shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
-                    break;
-
-                case WINED3DDECLUSAGE_TEXCOORD:
-                    if (usage_idx < 8) {
-                        if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
-
-                        shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
-                                        usage_idx, reg_mask, i, reg_mask);
-                        if(!(writemask & WINED3DSP_WRITEMASK_3)) {
-                            shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
-                        }
-                    }
-                    break;
-
-                case WINED3DDECLUSAGE_PSIZE:
-                    shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
-                    break;
+        WORD map = vs->baseShader.reg_maps.output_registers;
 
-                case WINED3DDECLUSAGE_FOG:
-                    shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
-                    break;
-
-                default:
-                    break;
+        /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
+        output_signature = vs->baseShader.output_signature;
+
+        shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+        for (i = 0; map; map >>= 1, ++i)
+        {
+            DWORD write_mask;
+
+            if (!(map & 1)) continue;
+
+            semantic_name = output_signature[i].semantic_name;
+            semantic_idx = output_signature[i].semantic_idx;
+            write_mask = output_signature[i].mask;
+            shader_glsl_write_mask_to_str(write_mask, reg_mask);
+
+            if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+            {
+                if (semantic_idx == 0)
+                    shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+                else if (semantic_idx == 1)
+                    shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+            }
+            else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
+            {
+                shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+            }
+            else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+            {
+                if (semantic_idx < 8)
+                {
+                    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",
+                            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);
+                }
+            }
+            else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
+            {
+                shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
+            }
+            else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+            {
+                shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
             }
         }
-        shader_addline(&buffer, "}\n");
+        shader_addline(buffer, "}\n");
 
     } else if(ps_major >= 3 && vs_major >= 3) {
-        semantics_out = vs->semantics_out;
-        semantics_in = ps->semantics_in;
+        WORD map = vs->baseShader.reg_maps.output_registers;
+
+        output_signature = vs->baseShader.output_signature;
 
         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
-        shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
-        shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
+        shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
+        shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
 
         /* First, sort out position and point size. Those are not passed to the pixel shader */
-        for(i = 0; i < MAX_REG_OUTPUT; i++) {
-            usage_token = semantics_out[i].usage;
-            if (!usage_token) continue;
-            register_token = semantics_out[i].reg;
-
-            usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
-            usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
-            shader_glsl_get_write_mask(register_token, reg_mask);
-
-            switch(usage) {
-                case WINED3DDECLUSAGE_POSITION:
-                    shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
-                    break;
+        for (i = 0; map; map >>= 1, ++i)
+        {
+            if (!(map & 1)) continue;
 
-                case WINED3DDECLUSAGE_PSIZE:
-                    shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
-                    break;
+            semantic_name = output_signature[i].semantic_name;
+            shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
 
-                default:
-                    break;
+            if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
+            {
+                shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
+            }
+            else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
+            {
+                shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
             }
         }
 
         /* Then, fix the pixel shader input */
-        handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
+        handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
+                &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
 
-        shader_addline(&buffer, "}\n");
+        shader_addline(buffer, "}\n");
     } else if(ps_major >= 3 && vs_major < 3) {
-        semantics_in = ps->semantics_in;
-
-        shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
-        shader_addline(&buffer, "void order_ps_input() {\n");
+        shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
+        shader_addline(buffer, "void order_ps_input() {\n");
         /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
          * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
          * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
          */
-        handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
-        shader_addline(&buffer, "}\n");
+        handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
+                &ps->baseShader.reg_maps, NULL, NULL);
+        shader_addline(buffer, "}\n");
     } else {
         ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
     }
 
     ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
     checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
-    GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
-    checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
+    GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
+    checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
     GL_EXTCALL(glCompileShaderARB(ret));
     checkGLcall("glCompileShaderARB(ret)");
 
-    HeapFree(GetProcessHeap(), 0, buffer.buffer);
     return ret;
 }
 
-static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) {
-    local_constant* lconst;
-    GLuint tmp_loc;
-    float *value;
+/* GL locking is done by the caller */
+static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
+        GLhandleARB programId, char prefix)
+{
+    const local_constant *lconst;
+    GLint tmp_loc;
+    const float *value;
     char glsl_name[8];
 
     LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
-        value = (float *) lconst->value;
+        value = (const float *)lconst->value;
         snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
         tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
         GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
     }
-    checkGLcall("Hardcoding local constants\n");
+    checkGLcall("Hardcoding local constants");
+}
+
+/* GL locking is done by the caller */
+static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
+        const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
+{
+    const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    CONST DWORD *function = This->baseShader.function;
+    struct shader_glsl_ctx_priv priv_ctx;
+
+    /* Create the hw GLSL shader object and assign it as the shader->prgId */
+    GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
+
+    memset(&priv_ctx, 0, sizeof(priv_ctx));
+    priv_ctx.cur_ps_args = args;
+    priv_ctx.cur_np2fixup_info = np2fixup_info;
+
+    shader_addline(buffer, "#version 120\n");
+
+    if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
+    {
+        shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
+    }
+    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");
+    }
+
+    /* Base Declarations */
+    shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
+
+    /* Pack 3.0 inputs */
+    if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
+    {
+        shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
+                This->baseShader.input_signature, reg_maps, args->vp_mode);
+    }
+
+    /* Base Shader Body */
+    shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
+
+    /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
+    if (reg_maps->shader_version.major < 2)
+    {
+        /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
+        shader_addline(buffer, "gl_FragData[0] = R0;\n");
+    }
+
+    if (args->srgb_correction)
+    {
+        shader_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.
+     */
+    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_addline(buffer, "}\n");
+
+    TRACE("Compiling shader object %u\n", shader_obj);
+    GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
+    GL_EXTCALL(glCompileShaderARB(shader_obj));
+    print_glsl_info_log(gl_info, shader_obj);
+
+    /* Store the shader object */
+    return shader_obj;
+}
+
+/* GL locking is done by the caller */
+static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
+        const struct vs_compile_args *args)
+{
+    const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    CONST DWORD *function = This->baseShader.function;
+    struct shader_glsl_ctx_priv priv_ctx;
+
+    /* Create the hw GLSL shader program and assign it as the shader->prgId */
+    GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
+
+    shader_addline(buffer, "#version 120\n");
+
+    memset(&priv_ctx, 0, sizeof(priv_ctx));
+    priv_ctx.cur_vs_args = args;
+
+    /* Base Declarations */
+    shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
+
+    /* Base Shader Body */
+    shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
+
+    /* Unpack 3.0 outputs */
+    if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
+    else shader_addline(buffer, "order_ps_input();\n");
+
+    /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
+     * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
+     * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
+     * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
+     */
+    if(args->fog_src == VS_FOG_Z) {
+        shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
+    } else if (!reg_maps->fog) {
+        shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
+    }
+
+    /* Write the final position.
+     *
+     * OpenGL coordinates specify the center of the pixel while d3d coords specify
+     * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
+     * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
+     * contains 1.0 to allow a mad.
+     */
+    shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
+    shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
+    if(args->clip_enabled) {
+        shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
+    }
+
+    /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
+     *
+     * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
+     * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
+     * which is the same as z = z * 2 - w.
+     */
+    shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
+
+    shader_addline(buffer, "}\n");
+
+    TRACE("Compiling shader object %u\n", shader_obj);
+    GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
+    GL_EXTCALL(glCompileShaderARB(shader_obj));
+    print_glsl_info_log(gl_info, shader_obj);
+
+    return shader_obj;
+}
+
+static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
+        const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
+{
+    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->baseShader.backend_data)
+    {
+        shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+        if (!shader->baseShader.backend_data)
+        {
+            ERR("Failed to allocate backend data.\n");
+            return 0;
+        }
+    }
+    shader_data = shader->baseShader.backend_data;
+
+    /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+     * so a linear search is more performant than a hashmap or a binary search
+     * (cache coherency etc)
+     */
+    for(i = 0; i < shader_data->num_gl_shaders; i++) {
+        if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
+            if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
+            return shader_data->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,
+                                    new_size * sizeof(*shader_data->gl_shaders));
+        } else {
+            new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
+            new_size = 1;
+        }
+
+        if(!new_array) {
+            ERR("Out of memory\n");
+            return 0;
+        }
+        shader_data->gl_shaders = new_array;
+        shader_data->shader_array_size = new_size;
+    }
+
+    shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+    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;
+
+    pixelshader_update_samplers(&shader->baseShader.reg_maps,
+            ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->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;
+
+    return ret;
+}
+
+static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
+                                 const DWORD use_map) {
+    if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
+    if((stored->clip_enabled) != new->clip_enabled) return FALSE;
+    return stored->fog_src == new->fog_src;
+}
+
+static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
+        struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
+        const struct vs_compile_args *args)
+{
+    UINT i;
+    DWORD new_size;
+    struct glsl_vs_compiled_shader *new_array;
+    DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
+    struct glsl_vshader_private *shader_data;
+    GLhandleARB ret;
+
+    if (!shader->baseShader.backend_data)
+    {
+        shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+        if (!shader->baseShader.backend_data)
+        {
+            ERR("Failed to allocate backend data.\n");
+            return 0;
+        }
+    }
+    shader_data = shader->baseShader.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;
+        }
+    }
+
+    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,
+                                    new_size * sizeof(*shader_data->gl_shaders));
+        } else {
+            new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
+            new_size = 1;
+        }
+
+        if(!new_array) {
+            ERR("Out of memory\n");
+            return 0;
+        }
+        shader_data->gl_shaders = new_array;
+        shader_data->shader_array_size = new_size;
+    }
+
+    shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+    shader_buffer_clear(buffer);
+    ret = shader_glsl_generate_vshader(context, buffer, shader, args);
+    shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
+
+    return ret;
 }
 
 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
@@ -3214,21 +4047,27 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_
  * the program in the hash table.  If it creates a program, it will link the
  * given objects, too.
  */
-static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
-    IWineD3DDeviceImpl *This               = (IWineD3DDeviceImpl *)iface;
-    struct shader_glsl_priv *priv          = (struct shader_glsl_priv *)This->shader_priv;
-    WineD3D_GL_Info *gl_info               = &This->adapter->gl_info;
-    IWineD3DPixelShader  *pshader          = This->stateBlock->pixelShader;
-    IWineD3DVertexShader *vshader          = This->stateBlock->vertexShader;
+
+/* GL locking is done by the caller */
+static void set_glsl_shader_program(const struct wined3d_context *context,
+        IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
+{
+    IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
+    IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    struct shader_glsl_priv *priv = device->shader_priv;
     struct glsl_shader_prog_link *entry    = NULL;
     GLhandleARB programId                  = 0;
     GLhandleARB reorder_shader_id          = 0;
-    int i;
+    unsigned int i;
     char glsl_name[8];
+    struct ps_compile_args ps_compile_args;
+    struct vs_compile_args vs_compile_args;
+
+    if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
+    if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
 
-    GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
-    GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
-    entry = get_glsl_program_entry(priv, vshader_id, pshader_id);
+    entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
     if (entry) {
         priv->glsl_program = entry;
         return;
@@ -3241,8 +4080,12 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
     /* Create the entry */
     entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
     entry->programId = programId;
-    entry->vshader = vshader_id;
-    entry->pshader = pshader_id;
+    entry->vshader = vshader;
+    entry->pshader = pshader;
+    entry->vs_args = vs_compile_args;
+    entry->ps_args = ps_compile_args;
+    entry->constant_version = 0;
+    entry->np2Fixup_info = NULL;
     /* Add the hash table entry */
     add_glsl_program_entry(priv, entry);
 
@@ -3250,11 +4093,14 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
     priv->glsl_program = entry;
 
     /* Attach GLSL vshader */
-    if (vshader_id) {
-        int max_attribs = 16;   /* TODO: Will this always be the case? It is at the moment... */
+    if (vshader)
+    {
+        GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
+                (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
+        WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
         char tmp_name[10];
 
-        reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
+        reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
         TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
         GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
         checkGLcall("glAttachObjectARB");
@@ -3276,11 +4122,12 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
          * We have to do this here because we need to know the Program ID
          * in order to make the bindings work, and it has to be done prior
          * to linking the GLSL program. */
-        for (i = 0; i < max_attribs; ++i) {
-            if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
-                snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
-                GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
-            }
+        for (i = 0; map; map >>= 1, ++i)
+        {
+            if (!(map & 1)) continue;
+
+            snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
+            GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
         }
         checkGLcall("glBindAttribLocationARB");
 
@@ -3288,7 +4135,10 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
     }
 
     /* Attach GLSL pshader */
-    if (pshader_id) {
+    if (pshader)
+    {
+        GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
+                (IWineD3DPixelShaderImpl *)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));
         checkGLcall("glAttachObjectARB");
@@ -3299,48 +4149,62 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
     /* Link the program */
     TRACE("Linking GLSL shader program %u\n", programId);
     GL_EXTCALL(glLinkProgramARB(programId));
-    print_glsl_info_log(&GLINFO_LOCATION, programId);
+    print_glsl_info_log(gl_info, programId);
 
-    entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
-    for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
+    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) {
+    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_LIMITS(pshader_constantsF));
-    for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
+    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) {
+    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) {
-        for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
-            char name[32];
-            sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
+        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%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
+            sprintf(name, "luminancescale%u", i);
             entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
-            sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
+            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->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
-    entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
     entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
     checkGLcall("Find glsl program uniform locations");
 
-    if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.hex_version) >= 3
-            && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4) {
+    if (pshader
+            && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
+            && ((IWineD3DPixelShaderImpl *)pshader)->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 {
@@ -3359,14 +4223,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
      * fixed function fragment processing setups. So once the program is linked these samplers
      * won't change.
      */
-    if(vshader_id) {
-        /* Load vertex shader samplers */
-        shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
-    }
-    if(pshader_id) {
-        /* Load pixel shader samplers */
-        shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
-    }
+    if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
+    if (pshader) 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
@@ -3380,35 +4238,64 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
     }
 }
 
-static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
+/* GL locking is done by the caller */
+static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
+{
     GLhandleARB program_id;
     GLhandleARB vshader_id, pshader_id;
-    const char *blt_vshader[] = {
+    static const char *blt_vshader[] =
+    {
         "#version 120\n"
         "void main(void)\n"
         "{\n"
         "    gl_Position = gl_Vertex;\n"
         "    gl_FrontColor = vec4(1.0);\n"
-        "    gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
-        "    gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
+        "    gl_TexCoord[0] = gl_MultiTexCoord0;\n"
         "}\n"
     };
 
-    const char *blt_pshader[] = {
+    static const char *blt_pshaders[tex_type_count] =
+    {
+        /* tex_1d */
+        NULL,
+        /* tex_2d */
         "#version 120\n"
         "uniform sampler2D sampler;\n"
         "void main(void)\n"
         "{\n"
         "    gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
-        "}\n"
+        "}\n",
+        /* tex_3d */
+        NULL,
+        /* tex_cube */
+        "#version 120\n"
+        "uniform samplerCube sampler;\n"
+        "void main(void)\n"
+        "{\n"
+        "    gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
+        "}\n",
+        /* tex_rect */
+        "#version 120\n"
+        "#extension GL_ARB_texture_rectangle : enable\n"
+        "uniform sampler2DRect sampler;\n"
+        "void main(void)\n"
+        "{\n"
+        "    gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
+        "}\n",
     };
 
+    if (!blt_pshaders[tex_type])
+    {
+        FIXME("tex_type %#x not supported\n", tex_type);
+        tex_type = tex_2d;
+    }
+
     vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
     GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
     GL_EXTCALL(glCompileShaderARB(vshader_id));
 
     pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
-    GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
+    GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
     GL_EXTCALL(glCompileShaderARB(pshader_id));
 
     program_id = GL_EXTCALL(glCreateProgramObjectARB());
@@ -3416,7 +4303,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
     GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
     GL_EXTCALL(glLinkProgramARB(program_id));
 
-    print_glsl_info_log(&GLINFO_LOCATION, program_id);
+    print_glsl_info_log(gl_info, program_id);
 
     /* Once linked we can mark the shaders for deletion. They will be deleted once the program
      * is destroyed
@@ -3426,25 +4313,31 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
     return program_id;
 }
 
-static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
-    WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+/* GL locking is done by the caller */
+static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
+{
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    struct shader_glsl_priv *priv = device->shader_priv;
     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(iface, usePS, useVS);
+    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;
 
-    if (old_vertex_color_clamp != current_vertex_color_clamp) {
-        if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
+    if (old_vertex_color_clamp != current_vertex_color_clamp)
+    {
+        if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
+        {
             GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
             checkGLcall("glClampColorARB");
-        } else {
+        }
+        else
+        {
             FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
         }
     }
@@ -3453,27 +4346,39 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
     if (program_id) TRACE("Using GLSL program %u\n", program_id);
     GL_EXTCALL(glUseProgramObjectARB(program_id));
     checkGLcall("glUseProgramObjectARB");
+
+    /* 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)
+    {
+        shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
+    }
 }
 
-static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
+/* GL locking is done by the caller */
+static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-    struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
-    static GLhandleARB loc = -1;
-
-    if (!priv->depth_blt_glsl_program_id) {
-        priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info);
-        loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler"));
+    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+    struct shader_glsl_priv *priv = This->shader_priv;
+    GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
+
+    if (!*blt_program) {
+        GLint loc;
+        *blt_program = create_glsl_blt_shader(gl_info, tex_type);
+        loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
+        GL_EXTCALL(glUseProgramObjectARB(*blt_program));
+        GL_EXTCALL(glUniform1iARB(loc, 0));
+    } else {
+        GL_EXTCALL(glUseProgramObjectARB(*blt_program));
     }
-
-    GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id));
-    GL_EXTCALL(glUniform1iARB(loc, 0));
 }
 
+/* GL locking is done by the caller */
 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-    struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
+    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+    struct shader_glsl_priv *priv = This->shader_priv;
     GLhandleARB program_id;
 
     program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
@@ -3483,31 +4388,70 @@ static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
     checkGLcall("glUseProgramObjectARB");
 }
 
-static void shader_glsl_cleanup(IWineD3DDevice *iface) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-    GL_EXTCALL(glUseProgramObjectARB(0));
-}
-
 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
-    struct list *linked_programs;
+    const struct list *linked_programs;
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
-    struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
-    WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+    struct shader_glsl_priv *priv = device->shader_priv;
+    const struct wined3d_gl_info *gl_info;
+    IWineD3DPixelShaderImpl *ps = NULL;
+    IWineD3DVertexShaderImpl *vs = NULL;
+    struct wined3d_context *context;
 
     /* Note: Do not use QueryInterface here to find out which shader type this is because this code
      * can be called from IWineD3DBaseShader::Release
      */
-    char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+    char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
+
+    if(pshader) {
+        struct glsl_pshader_private *shader_data;
+        ps = (IWineD3DPixelShaderImpl *) This;
+        shader_data = ps->baseShader.backend_data;
+        if(!shader_data || shader_data->num_gl_shaders == 0)
+        {
+            HeapFree(GetProcessHeap(), 0, shader_data);
+            ps->baseShader.backend_data = NULL;
+            return;
+        }
+
+        context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+        gl_info = context->gl_info;
+
+        if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
+        {
+            ENTER_GL();
+            shader_glsl_select(context, FALSE, FALSE);
+            LEAVE_GL();
+        }
+    } else {
+        struct glsl_vshader_private *shader_data;
+        vs = (IWineD3DVertexShaderImpl *) This;
+        shader_data = vs->baseShader.backend_data;
+        if(!shader_data || shader_data->num_gl_shaders == 0)
+        {
+            HeapFree(GetProcessHeap(), 0, shader_data);
+            vs->baseShader.backend_data = NULL;
+            return;
+        }
+
+        context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+        gl_info = context->gl_info;
+
+        if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
+        {
+            ENTER_GL();
+            shader_glsl_select(context, FALSE, FALSE);
+            LEAVE_GL();
+        }
+    }
 
-    if(This->baseShader.prgId == 0) return;
     linked_programs = &This->baseShader.linked_programs;
 
     TRACE("Deleting linked programs\n");
     if (linked_programs->next) {
         struct glsl_shader_prog_link *entry, *entry2;
 
+        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);
@@ -3517,224 +4461,195 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
                 delete_glsl_program_entry(priv, gl_info, entry);
             }
         }
+        LEAVE_GL();
     }
 
-    TRACE("Deleting shader object %u\n", This->baseShader.prgId);
-    GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
-    checkGLcall("glDeleteObjectARB");
-    This->baseShader.prgId = 0;
-    This->baseShader.is_compiled = FALSE;
-}
+    if(pshader) {
+        UINT i;
+        struct glsl_pshader_private *shader_data = ps->baseShader.backend_data;
+
+        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);
+        HeapFree(GetProcessHeap(), 0, shader_data);
+        ps->baseShader.backend_data = NULL;
+    } else {
+        UINT i;
+        struct glsl_vshader_private *shader_data = vs->baseShader.backend_data;
+
+        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");
+        }
+        LEAVE_GL();
+        HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+        HeapFree(GetProcessHeap(), 0, shader_data);
+        vs->baseShader.backend_data = NULL;
+    }
 
-static unsigned int glsl_program_key_hash(void *key) {
-    glsl_program_key_t *k = (glsl_program_key_t *)key;
+    context_release(context);
+}
 
-    unsigned int hash = k->vshader | k->pshader << 16;
-    hash += ~(hash << 15);
-    hash ^=  (hash >> 10);
-    hash +=  (hash << 3);
-    hash ^=  (hash >> 6);
-    hash += ~(hash << 11);
-    hash ^=  (hash >> 16);
+static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
+{
+    const glsl_program_key_t *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;
 
-    return hash;
-}
+    if (k->vshader > prog->vshader) return 1;
+    else if (k->vshader < prog->vshader) return -1;
 
-static BOOL glsl_program_key_compare(void *keya, void *keyb) {
-    glsl_program_key_t *ka = (glsl_program_key_t *)keya;
-    glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
+    if (k->pshader > prog->pshader) return 1;
+    else if (k->pshader < prog->pshader) return -1;
 
-    return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
-}
+    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;
 
-static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
-    priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
-    This->shader_priv = priv;
-    return WINED3D_OK;
+    return 0;
 }
 
-static void shader_glsl_free(IWineD3DDevice *iface) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-    struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
+static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
+{
+    SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
+    void *mem = HeapAlloc(GetProcessHeap(), 0, size);
 
-    if(priv->depth_blt_glsl_program_id) {
-        GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_glsl_program_id));
+    if (!mem)
+    {
+        ERR("Failed to allocate memory\n");
+        return FALSE;
     }
 
-    hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
+    heap->entries = mem;
+    heap->entries[1].version = 0;
+    heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
+    heap->size = 1;
 
-    HeapFree(GetProcessHeap(), 0, This->shader_priv);
-    This->shader_priv = NULL;
+    return TRUE;
 }
 
-static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
-    /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
-    return FALSE;
+static void constant_heap_free(struct constant_heap *heap)
+{
+    HeapFree(GetProcessHeap(), 0, heap->entries);
 }
 
-static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
-    shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
-    CONST DWORD *function = This->baseShader.function;
-    const char *fragcolor;
-    WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
-
-    /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
-    GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
+static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
+{
+    wined3d_rb_alloc,
+    wined3d_rb_realloc,
+    wined3d_rb_free,
+    glsl_program_key_compare,
+};
 
-    shader_addline(buffer, "#version 120\n");
+static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    const struct wined3d_gl_info *gl_info = &This->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;
 
-    if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
-        shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
-    }
-    if (GL_SUPPORT(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 (!shader_buffer_init(&priv->shader_buffer))
+    {
+        ERR("Failed to initialize shader buffer.\n");
+        goto fail;
     }
 
-    /* Base Declarations */
-    shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
-
-    /* Pack 3.0 inputs */
-    if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
-
-        if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
-            This->vertexprocessing = pretransformed;
-            pshader_glsl_input_pack(buffer, This->semantics_in, iface);
-        } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
-            This->vertexprocessing = fixedfunction;
-            pshader_glsl_input_pack(buffer, This->semantics_in, iface);
-        } else {
-            This->vertexprocessing = vertexshader;
-        }
+    priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
+    if (!priv->stack)
+    {
+        ERR("Failed to allocate memory.\n");
+        goto fail;
     }
 
-    /* Base Shader Body */
-    shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
-
-    /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
-    if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
-        /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
-        if(GL_SUPPORT(ARB_DRAW_BUFFERS))
-            shader_addline(buffer, "gl_FragData[0] = R0;\n");
-        else
-            shader_addline(buffer, "gl_FragColor = R0;\n");
+    if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
+    {
+        ERR("Failed to initialize vertex shader constant heap\n");
+        goto fail;
     }
 
-    if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
-        fragcolor = "gl_FragData[0]";
-    } else {
-        fragcolor = "gl_FragColor";
-    }
-    if(This->srgb_enabled) {
-        shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
-                        fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
-                        srgb_sub_high, srgb_sub_high, srgb_sub_high);
-        shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
-        shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
-        shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
-        shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
-        shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
+    if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
+    {
+        ERR("Failed to initialize pixel shader constant heap\n");
+        goto fail;
     }
-    /* 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.
-     */
-    if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
-        shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
-        shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
+
+    if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
+    {
+        ERR("Failed to initialize rbtree.\n");
+        goto fail;
     }
 
-    shader_addline(buffer, "}\n");
+    priv->next_constant_version = 1;
 
-    TRACE("Compiling shader object %u\n", shader_obj);
-    GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
-    GL_EXTCALL(glCompileShaderARB(shader_obj));
-    print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
+    This->shader_priv = priv;
+    return WINED3D_OK;
 
-    /* Store the shader object */
-    This->baseShader.prgId = shader_obj;
+fail:
+    constant_heap_free(&priv->pconst_heap);
+    constant_heap_free(&priv->vconst_heap);
+    HeapFree(GetProcessHeap(), 0, priv->stack);
+    shader_buffer_free(&priv->shader_buffer);
+    HeapFree(GetProcessHeap(), 0, priv);
+    return E_OUTOFMEMORY;
 }
 
-static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-    shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
-    CONST DWORD *function = This->baseShader.function;
-    WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
-
-    /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
-    GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
-
-    shader_addline(buffer, "#version 120\n");
-
-    /* Base Declarations */
-    shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
-
-    /* Base Shader Body */
-    shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
+/* Context activation is done by the caller. */
+static void shader_glsl_free(IWineD3DDevice *iface) {
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+    struct shader_glsl_priv *priv = This->shader_priv;
+    int i;
 
-    /* Unpack 3.0 outputs */
-    if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) {
-        shader_addline(buffer, "order_ps_input(OUT);\n");
-    } else {
-        shader_addline(buffer, "order_ps_input();\n");
+    ENTER_GL();
+    for (i = 0; i < tex_type_count; ++i)
+    {
+        if (priv->depth_blt_program[i])
+        {
+            GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
+        }
     }
+    LEAVE_GL();
 
-    /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
-    if (!reg_maps->fog)
-        shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
-
-    /* Write the final position.
-     *
-     * OpenGL coordinates specify the center of the pixel while d3d coords specify
-     * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
-     * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
-     * contains 1.0 to allow a mad.
-     */
-    shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
-    shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
-
-    /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
-     *
-     * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
-     * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
-     * which is the same as z = z * 2 - w.
-     */
-    shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
-
-    shader_addline(buffer, "}\n");
+    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);
 
-    TRACE("Compiling shader object %u\n", shader_obj);
-    GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
-    GL_EXTCALL(glCompileShaderARB(shader_obj));
-    print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
+    HeapFree(GetProcessHeap(), 0, This->shader_priv);
+    This->shader_priv = NULL;
+}
 
-    /* Store the shader object */
-    This->baseShader.prgId = shader_obj;
+static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
+    /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
+    return FALSE;
 }
 
-static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
+static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
+        const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
+{
     /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
-     * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
-     * vs_nv_version which is based on NV_vertex_program.
+     * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
+     * on the version of NV_vertex_program.
      * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
      * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
      * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
      * of native instructions, so use that here. For more info see the pixel shader versioning code below.
      */
-    if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
+    if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
+            || gl_info->limits.arb_ps_instructions <= 512)
         pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
     else
         pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
     TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
-    pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
+    pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
 
     /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
      * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
@@ -3747,11 +4662,14 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
      * of instructions is 512 or less we have to do with ps2.0 hardware.
      * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
      */
-    if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
+    if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
+            || gl_info->limits.arb_ps_instructions <= 512)
         pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
     else
         pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
 
+    pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
+
     /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
      * Direct3D minimum requirement.
      *
@@ -3766,38 +4684,146 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
      */
     pCaps->PixelShader1xMaxValue = 8.0;
     TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
+
+    pCaps->VSClipping = TRUE;
 }
 
-static BOOL shader_glsl_conv_supported(WINED3DFORMAT fmt) {
-    TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
-    switch(fmt) {
-        case WINED3DFMT_V8U8:
-        case WINED3DFMT_V16U16:
-        case WINED3DFMT_X8L8V8U8:
-        case WINED3DFMT_L6V5U5:
-        case WINED3DFMT_Q8W8V8U8:
-        case WINED3DFMT_ATI2N:
-            TRACE("[OK]\n");
-            return TRUE;
-        default:
-            TRACE("[FAILED\n");
-            return FALSE;
+static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
+{
+    if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+    {
+        TRACE("Checking support for fixup:\n");
+        dump_color_fixup_desc(fixup);
     }
+
+    /* We support everything except YUV conversions. */
+    if (!is_yuv_fixup(fixup))
+    {
+        TRACE("[OK]\n");
+        return TRUE;
+    }
+
+    TRACE("[FAILED]\n");
+    return FALSE;
+}
+
+static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
+{
+    /* WINED3DSIH_ABS           */ shader_glsl_map2gl,
+    /* WINED3DSIH_ADD           */ shader_glsl_arith,
+    /* 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_DCL           */ NULL,
+    /* WINED3DSIH_DEF           */ NULL,
+    /* WINED3DSIH_DEFB          */ NULL,
+    /* WINED3DSIH_DEFI          */ 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_ENDIF         */ shader_glsl_end,
+    /* WINED3DSIH_ENDLOOP       */ shader_glsl_end,
+    /* WINED3DSIH_ENDREP        */ shader_glsl_end,
+    /* WINED3DSIH_EXP           */ shader_glsl_map2gl,
+    /* WINED3DSIH_EXPP          */ shader_glsl_expp,
+    /* WINED3DSIH_FRC           */ shader_glsl_map2gl,
+    /* WINED3DSIH_IF            */ shader_glsl_if,
+    /* WINED3DSIH_IFC           */ shader_glsl_ifc,
+    /* WINED3DSIH_LABEL         */ shader_glsl_label,
+    /* 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_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_MUL           */ shader_glsl_arith,
+    /* WINED3DSIH_NOP           */ NULL,
+    /* WINED3DSIH_NRM           */ shader_glsl_map2gl,
+    /* WINED3DSIH_PHASE         */ NULL,
+    /* WINED3DSIH_POW           */ shader_glsl_pow,
+    /* WINED3DSIH_RCP           */ shader_glsl_rcp,
+    /* WINED3DSIH_REP           */ shader_glsl_rep,
+    /* WINED3DSIH_RET           */ shader_glsl_ret,
+    /* WINED3DSIH_RSQ           */ shader_glsl_rsq,
+    /* WINED3DSIH_SETP          */ NULL,
+    /* WINED3DSIH_SGE           */ shader_glsl_compare,
+    /* WINED3DSIH_SGN           */ shader_glsl_sgn,
+    /* WINED3DSIH_SINCOS        */ shader_glsl_sincos,
+    /* WINED3DSIH_SLT           */ shader_glsl_compare,
+    /* 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,
+};
+
+static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
+    SHADER_HANDLER hw_fct;
+
+    /* Select handler */
+    hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
+
+    /* Unhandled opcode */
+    if (!hw_fct)
+    {
+        FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
+        return;
+    }
+    hw_fct(ins);
+
+    shader_glsl_add_instruction_modifiers(ins);
 }
 
 const shader_backend_t glsl_shader_backend = {
+    shader_glsl_handle_instruction,
     shader_glsl_select,
     shader_glsl_select_depth_blt,
     shader_glsl_deselect_depth_blt,
+    shader_glsl_update_float_vertex_constants,
+    shader_glsl_update_float_pixel_constants,
     shader_glsl_load_constants,
-    shader_glsl_cleanup,
-    shader_glsl_color_correction,
+    shader_glsl_load_np2fixup_constants,
     shader_glsl_destroy,
     shader_glsl_alloc,
     shader_glsl_free,
     shader_glsl_dirty_const,
-    shader_glsl_generate_pshader,
-    shader_glsl_generate_vshader,
     shader_glsl_get_caps,
-    shader_glsl_conv_supported,
+    shader_glsl_color_fixup_supported,
 };