Next try. This time I reverted most of my header changes and just needed to add some...
[reactos.git] / reactos / dll / directx / wine / wined3d / arb_program_shader.c
index 56ee162..dd35113 100644 (file)
@@ -41,48 +41,242 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
 
 #define GLINFO_LOCATION      (*gl_info)
 
-/* We have to subtract any other PARAMs that we might use in our shader programs.
- * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
- * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
-#define ARB_SHADER_RESERVED_VS_CONSTS 3
+/* GL locking for state handlers is done by the caller. */
+static BOOL need_mova_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
+{
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) shader;
+    if(!This->baseShader.reg_maps.usesmova) return FALSE;
+    return !GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
+}
 
-/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
- * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
- */
-#define ARB_SHADER_RESERVED_PS_CONSTS 2
+/* Returns TRUE if result.clip from GL_NV_vertex_program2 should be used and FALSE otherwise */
+static inline BOOL use_nv_clip(const struct wined3d_gl_info *gl_info)
+{
+    return GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION);
+}
+
+static BOOL need_helper_const(const struct wined3d_gl_info *gl_info)
+{
+    if (!GL_SUPPORT(NV_VERTEX_PROGRAM) /* Need to init colors. */
+        || gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT /* Load the immval offset. */
+        || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
+        || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
+    {
+        return TRUE;
+    }
+    return FALSE;
+}
+
+static unsigned int reserved_vs_const(IWineD3DBaseShader *shader, const struct wined3d_gl_info *gl_info)
+{
+    unsigned int ret = 1;
+    /* We use one PARAM for the pos fixup, and in some cases one to load
+     * some immediate values into the shader
+     */
+    if(need_helper_const(gl_info)) ret++;
+    if(need_mova_const(shader, gl_info)) ret++;
+    return ret;
+}
+
+static inline BOOL ffp_clip_emul(IWineD3DStateBlockImpl *stateblock)
+{
+    return stateblock->lowest_disabled_stage < 7;
+}
 
 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
  * so upload them above that
  */
-#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS)
+#define ARB_SHADER_PRIVCONST_BASE (GL_LIMITS(vshader_constantsF) - 1)
 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
 
 /* ARB_program_shader private data */
-struct shader_arb_priv {
+
+struct control_frame
+{
+    struct                          list entry;
+    enum
+    {
+        IF,
+        IFC,
+        LOOP,
+        REP
+    } type;
+    BOOL                            muting;
+    BOOL                            outer_loop;
+    union
+    {
+        unsigned int                loop_no;
+        unsigned int                ifc_no;
+    };
+    struct wined3d_shader_loop_control loop_control;
+    BOOL                            had_else;
+};
+
+struct arb_ps_np2fixup_info
+{
+    struct ps_np2fixup_info         super;
+    /* For ARB we need a offset value:
+     * With both GLSL and ARB mode the NP2 fixup information (the texture dimensions) are stored in a
+     * consecutive way (GLSL uses a uniform array). Since ARB doesn't know the notion of a "standalone"
+     * array we need an offset to the index inside the program local parameter array. */
+    UINT                            offset;
+};
+
+struct arb_ps_compile_args
+{
+    struct ps_compile_args          super;
+    DWORD                           bools; /* WORD is enough, use DWORD for alignment */
+    unsigned char                   loop_ctrl[MAX_CONST_I][3];
+};
+
+struct stb_const_desc
+{
+    unsigned char           texunit;
+    UINT                    const_num;
+};
+
+struct arb_ps_compiled_shader
+{
+    struct arb_ps_compile_args      args;
+    struct arb_ps_np2fixup_info     np2fixup_info;
+    struct stb_const_desc           bumpenvmatconst[MAX_TEXTURES];
+    struct stb_const_desc           luminanceconst[MAX_TEXTURES];
+    UINT                            int_consts[MAX_CONST_I];
+    GLuint                          prgId;
+    UINT                            ycorrection;
+    unsigned char                   numbumpenvmatconsts;
+    char                            num_int_consts;
+};
+
+struct arb_vs_compile_args
+{
+    struct vs_compile_args          super;
+    union
+    {
+        struct
+        {
+            WORD                    bools;
+            char                    clip_control[2];
+        }                           boolclip;
+        DWORD                       boolclip_compare;
+    };
+    DWORD                           ps_signature;
+    union
+    {
+        unsigned char               vertex_samplers[4];
+        DWORD                       vertex_samplers_compare;
+    };
+    unsigned char                   loop_ctrl[MAX_CONST_I][3];
+};
+
+struct arb_vs_compiled_shader
+{
+    struct arb_vs_compile_args      args;
+    GLuint                          prgId;
+    UINT                            int_consts[MAX_CONST_I];
+    char                            num_int_consts;
+    char                            need_color_unclamp;
+    UINT                            pos_fixup;
+};
+
+struct recorded_instruction
+{
+    struct wined3d_shader_instruction ins;
+    struct list entry;
+};
+
+struct shader_arb_ctx_priv
+{
+    char addr_reg[20];
+    enum
+    {
+        /* plain GL_ARB_vertex_program or GL_ARB_fragment_program */
+        ARB,
+        /* GL_NV_vertex_progam2_option or GL_NV_fragment_program_option */
+        NV2,
+        /* GL_NV_vertex_program3 or GL_NV_fragment_program2 */
+        NV3
+    } target_version;
+
+    const struct arb_vs_compile_args    *cur_vs_args;
+    const struct arb_ps_compile_args    *cur_ps_args;
+    const struct arb_ps_compiled_shader *compiled_fprog;
+    const struct arb_vs_compiled_shader *compiled_vprog;
+    struct arb_ps_np2fixup_info         *cur_np2fixup_info;
+    struct list                         control_frames;
+    struct list                         record;
+    BOOL                                recording;
+    BOOL                                muted;
+    unsigned int                        num_loops, loop_depth, num_ifcs;
+    int                                 aL;
+
+    unsigned int                        vs_clipplanes;
+    BOOL                                footer_written;
+    BOOL                                in_main_func;
+
+    /* For 3.0 vertex shaders */
+    const char                          *vs_output[MAX_REG_OUTPUT];
+    /* For 2.x and earlier vertex shaders */
+    const char                          *texcrd_output[8], *color_output[2], *fog_output;
+
+    /* 3.0 pshader input for compatibility with fixed function */
+    const char                          *ps_input[MAX_REG_INPUT];
+};
+
+struct ps_signature
+{
+    struct wined3d_shader_signature_element *sig;
+    DWORD                               idx;
+    struct wine_rb_entry                entry;
+};
+
+struct arb_pshader_private {
+    struct arb_ps_compiled_shader   *gl_shaders;
+    UINT                            num_gl_shaders, shader_array_size;
+    BOOL                            has_signature_idx;
+    DWORD                           input_signature_idx;
+    DWORD                           clipplane_emulation;
+    BOOL                            clamp_consts;
+};
+
+struct arb_vshader_private {
+    struct arb_vs_compiled_shader   *gl_shaders;
+    UINT                            num_gl_shaders, shader_array_size;
+};
+
+struct shader_arb_priv
+{
     GLuint                  current_vprogram_id;
     GLuint                  current_fprogram_id;
+    const struct arb_ps_compiled_shader *compiled_fprog;
+    const struct arb_vs_compiled_shader *compiled_vprog;
     GLuint                  depth_blt_vprogram_id;
     GLuint                  depth_blt_fprogram_id[tex_type_count];
     BOOL                    use_arbfp_fixed_func;
-    struct hash_table_t     *fragment_shaders;
+    struct wine_rb_tree     fragment_shaders;
+    BOOL                    last_ps_const_clamped;
+    BOOL                    last_vs_color_unclamp;
+
+    struct wine_rb_tree     signature_tree;
+    DWORD ps_sig_number;
 };
 
 /********************************************************
  * ARB_[vertex/fragment]_program helper functions follow
  ********************************************************/
 
-/** 
- * Loads floating point constants into the currently set ARB_vertex/fragment_program.
+/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
  * When constant_list == NULL, it will load all the constants.
- *  
+ *
  * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
  *  or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
  */
-static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
+/* GL locking is done by the caller */
+static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
         GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
 {
     local_constant* lconst;
-    DWORD i, j;
+    DWORD i = 0, j;
     unsigned int ret;
 
     if (TRACE_ON(d3d_shader)) {
@@ -97,54 +291,65 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con
     if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
     {
         float lcl_const[4];
-        for(i = 0; i < max_constants; i++) {
+        /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
+         * shaders, the first 8 constants are marked dirty for reload
+         */
+        for(; i < min(8, max_constants); i++) {
             if(!dirty_consts[i]) continue;
             dirty_consts[i] = 0;
 
             j = 4 * i;
-            if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
-            else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
+            if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
+            else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
             else lcl_const[0] = constants[j + 0];
 
-            if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
-            else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
+            if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
+            else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
             else lcl_const[1] = constants[j + 1];
 
-            if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
-            else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
+            if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
+            else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
             else lcl_const[2] = constants[j + 2];
 
-            if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
-            else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
+            if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
+            else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
             else lcl_const[3] = constants[j + 3];
 
             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
         }
-    } else {
-        if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
-            /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
-             * or just reloading *all* constants at once
-             *
-            GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
-             */
-            for(i = 0; i < max_constants; i++) {
-                if(!dirty_consts[i]) continue;
 
-                /* Find the next block of dirty constants */
-                dirty_consts[i] = 0;
-                j = i;
-                for(i++; (i < max_constants) && dirty_consts[i]; i++) {
-                    dirty_consts[i] = 0;
-                }
+        /* If further constants are dirty, reload them without clamping.
+         *
+         * The alternative is not to touch them, but then we cannot reset the dirty constant count
+         * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
+         * above would always re-check the first 8 constants since max_constant remains at the init
+         * value
+         */
+    }
 
-                GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
+    if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
+        /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
+         * or just reloading *all* constants at once
+         *
+        GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
+         */
+        for(; i < max_constants; i++) {
+            if(!dirty_consts[i]) continue;
+
+            /* Find the next block of dirty constants */
+            dirty_consts[i] = 0;
+            j = i;
+            for(i++; (i < max_constants) && dirty_consts[i]; i++) {
+                dirty_consts[i] = 0;
             }
-        } else {
-            for(i = 0; i < max_constants; i++) {
-                if(dirty_consts[i]) {
-                    dirty_consts[i] = 0;
-                    GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
-                }
+
+            GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
+        }
+    } else {
+        for(; i < max_constants; i++) {
+            if(dirty_consts[i]) {
+                dirty_consts[i] = 0;
+                GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
             }
         }
     }
@@ -180,93 +385,203 @@ static void shader_arb_load_np2fixup_constants(
     IWineD3DDevice* device,
     char usePixelShader,
     char useVertexShader) {
-    /* not implemented */
+
+    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl *) device;
+    const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv;
+    IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+
+    if (!usePixelShader) {
+        /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
+        return;
+    }
+
+    if (priv->compiled_fprog && priv->compiled_fprog->np2fixup_info.super.active) {
+        const struct arb_ps_np2fixup_info* const fixup = &priv->compiled_fprog->np2fixup_info;
+        UINT i;
+        WORD active = fixup->super.active;
+        GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
+
+        for (i = 0; active; active >>= 1, ++i) {
+            const unsigned char idx = fixup->super.idx[i];
+            const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
+            GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
+
+            if (!(active & 1)) continue;
+
+            if (!tex) {
+                FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
+                continue;
+            }
+
+            if (idx % 2) {
+                tex_dim[2] = tex->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];
+            }
+        }
+
+        for (i = 0; i < fixup->super.num_consts; ++i) {
+            GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
+                                                   fixup->offset + i, &np2fixup_constants[i * 4]));
+        }
+    }
+}
+
+/* GL locking is done by the caller. */
+static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
+{
+    const struct wined3d_context *context = context_get_current();
+    IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    unsigned char i;
+    struct shader_arb_priv *priv = deviceImpl->shader_priv;
+    const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
+
+    for(i = 0; i < gl_shader->numbumpenvmatconsts; i++)
+    {
+        int texunit = gl_shader->bumpenvmatconst[i].texunit;
+
+        /* The state manager takes care that this function is always called if the bump env matrix changes */
+        const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
+        GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->bumpenvmatconst[i].const_num, data));
+
+        if (gl_shader->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
+        {
+            /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
+             * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
+             * don't care about them. The pointers are valid for sure because the stateblock is bigger.
+             * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
+            */
+            const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
+            GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
+        }
+    }
+    checkGLcall("Load bumpmap consts");
+
+    if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
+    {
+        /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
+        * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
+        * ycorrection.z: 1.0
+        * ycorrection.w: 0.0
+        */
+        float val[4];
+        val[0] = context->render_offscreen ? 0.0f
+                : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
+        val[1] = context->render_offscreen ? 1.0f : -1.0f;
+        val[2] = 1.0f;
+        val[3] = 0.0f;
+        GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
+        checkGLcall("y correction loading");
+    }
+
+    if(gl_shader->num_int_consts == 0) return;
+
+    for(i = 0; i < MAX_CONST_I; i++)
+    {
+        if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
+        {
+            float val[4];
+            val[0] = stateBlock->pixelShaderConstantI[4 * i];
+            val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
+            val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
+            val[3] = -1.0f;
+
+            GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
+        }
+    }
+    checkGLcall("Load ps int consts");
+}
+
+/* GL locking is done by the caller. */
+static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
+{
+    IWineD3DStateBlockImpl* stateBlock;
+    const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
+    unsigned char i;
+    struct shader_arb_priv *priv = deviceImpl->shader_priv;
+    const struct arb_vs_compiled_shader *gl_shader = priv->compiled_vprog;
+
+    /* Upload the position fixup */
+    GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
+
+    if(gl_shader->num_int_consts == 0) return;
+
+    stateBlock = deviceImpl->stateBlock;
+
+    for(i = 0; i < MAX_CONST_I; i++)
+    {
+        if(gl_shader->int_consts[i] != WINED3D_CONST_NUM_UNUSED)
+        {
+            float val[4];
+            val[0] = stateBlock->vertexShaderConstantI[4 * i];
+            val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
+            val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
+            val[3] = -1.0f;
+
+            GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
+        }
+    }
+    checkGLcall("Load vs int consts");
 }
 
 /**
  * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
- * 
- * We only support float constants in ARB at the moment, so don't 
+ *
+ * We only support float constants in ARB at the moment, so don't
  * worry about the Integers or Booleans
  */
-static void shader_arb_load_constants(
-    IWineD3DDevice* device,
-    char usePixelShader,
-    char useVertexShader) {
-   
-    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; 
-    IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
-    const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
-    unsigned char i;
+/* GL locking is done by the caller (state handler) */
+static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
+{
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
 
     if (useVertexShader) {
         IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
 
         /* Load DirectX 9 float constants for vertex shader */
-        deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
-                vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
-                deviceImpl->highest_dirty_vs_const,
-                stateBlock->vertexShaderConstantF,
-                deviceImpl->activeContext->vshader_const_dirty);
-
-        /* Upload the position fixup */
-        GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
+        device->highest_dirty_vs_const = shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
+                device->highest_dirty_vs_const, stateBlock->vertexShaderConstantF, context->vshader_const_dirty);
+        shader_arb_vs_local_constants(device);
     }
 
     if (usePixelShader) {
-
         IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
-        IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
 
         /* Load DirectX 9 float constants for pixel shader */
-        deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
-                pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
-                deviceImpl->highest_dirty_ps_const,
-                stateBlock->pixelShaderConstantF,
-                deviceImpl->activeContext->pshader_const_dirty);
-
-        for(i = 0; i < psi->numbumpenvmatconsts; i++) {
-            /* The state manager takes care that this function is always called if the bump env matrix changes
-             */
-            const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
-            GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
-            deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
-
-            if (psi->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED)
-            {
-                /* WINED3DTSS_BUMPENVLSCALE and WINED3DTSS_BUMPENVLOFFSET are next to each other.
-                 * point gl to the scale, and load 4 floats. x = scale, y = offset, z and w are junk, we
-                 * don't care about them. The pointers are valid for sure because the stateblock is bigger.
-                 * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
-                 */
-                const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
-                GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
-                deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
-            }
-        }
+        device->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
+                device->highest_dirty_ps_const, stateBlock->pixelShaderConstantF, context->pshader_const_dirty);
+        shader_arb_ps_local_constants(device);
     }
 }
 
 static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
 {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    struct wined3d_context *context = context_get_current();
 
     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
      * context. On a context switch the old context will be fully dirtified */
-    memset(This->activeContext->vshader_const_dirty + start, 1,
-            sizeof(*This->activeContext->vshader_const_dirty) * count);
-    This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
+    if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
+
+    memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
+    This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
 }
 
 static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
 {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    struct wined3d_context *context = context_get_current();
 
     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
      * context. On a context switch the old context will be fully dirtified */
-    memset(This->activeContext->pshader_const_dirty + start, 1,
-            sizeof(*This->activeContext->pshader_const_dirty) * count);
-    This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
+    if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
+
+    memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
+    This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
 }
 
 static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
@@ -277,7 +592,7 @@ static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
 
     if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
 
-    ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.temporary);
+    ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
     if(!ret) {
         ERR("Out of memory\n");
         return NULL;
@@ -290,83 +605,75 @@ static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
 }
 
 /* Generate the variable & register declarations for the ARB_vertex_program output target */
-static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
-        SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map)
+static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
+        struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, DWORD *lconst_map,
+        DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
 {
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
-    DWORD i, cur;
+    DWORD i, next_local = 0;
     char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
-    unsigned max_constantsF = min(This->baseShader.limits.constant_float, 
-            (pshader ? GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS :
-                       GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS));
-    UINT extra_constants_needed = 0;
+    unsigned max_constantsF;
     const local_constant *lconst;
+    DWORD map;
 
-    /* Temporary Output register */
-    shader_addline(buffer, "TEMP TMP_OUT;\n");
+    /* In pixel shaders, all private constants are program local, we don't need anything
+     * from program.env. Thus we can advertise the full set of constants in pixel shaders.
+     * If we need a private constant the GL implementation will squeeze it in somewhere
+     *
+     * With vertex shaders we need the posFixup and on some GL implementations 4 helper
+     * immediate values. The posFixup is loaded using program.env for now, so always
+     * subtract one from the number of constants. If the shader uses indirect addressing,
+     * account for the helper const too because we have to declare all availabke d3d constants
+     * and don't know which are actually used.
+     */
+    if(pshader) {
+        max_constantsF = GL_LIMITS(pshader_constantsF);
+    } else {
+        if(This->baseShader.reg_maps.usesrelconstF) {
+            DWORD highest_constf = 0, clip_limit;
+            max_constantsF = GL_LIMITS(vshader_constantsF) - reserved_vs_const(iface, gl_info);
+            max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
 
-    for(i = 0; i < This->baseShader.limits.temporary; i++) {
-        if (reg_maps->temporary[i])
-            shader_addline(buffer, "TEMP R%u;\n", i);
-    }
+            for(i = 0; i < This->baseShader.limits.constant_float; i++)
+            {
+                DWORD idx = i >> 5;
+                DWORD shift = i & 0x1f;
+                if(reg_maps->constf[idx] & (1 << shift)) highest_constf = i;
+            }
 
-    for (i = 0; i < This->baseShader.limits.address; i++) {
-        if (reg_maps->address[i])
-            shader_addline(buffer, "ADDRESS A%d;\n", i);
+            clip_limit = GL_LIMITS(clipplanes);
+            if(ctx->target_version == ARB) clip_limit = min(clip_limit, 4);
+            *num_clipplanes = min(clip_limit, max_constantsF - highest_constf - 1);
+            max_constantsF -= *num_clipplanes;
+            if(*num_clipplanes < clip_limit)
+            {
+                WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, GL_LIMITS(clipplanes));
+            }
+        }
+        else
+        {
+            if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
+            else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
+            max_constantsF = GL_LIMITS(vshader_constantsF);
+        }
     }
 
-    for(i = 0; i < This->baseShader.limits.texcoord; i++) {
-        if (reg_maps->texcoord[i])
-            shader_addline(buffer,"TEMP T%u;\n", i);
+    for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+    {
+        if (map & 1) shader_addline(buffer, "TEMP R%u;\n", i);
     }
 
-    /* Texture coordinate registers must be pre-loaded */
-    for (i = 0; i < This->baseShader.limits.texcoord; i++) {
-        if (reg_maps->texcoord[i])
-            shader_addline(buffer, "MOV T%u, fragment.texcoord[%u];\n", i, i);
+    for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
+    {
+        if (map & 1) shader_addline(buffer, "ADDRESS A%u;\n", i);
     }
 
-    for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
-        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This;
-        if(!reg_maps->bumpmat[i]) continue;
-
-        cur = ps->numbumpenvmatconsts;
-        ps->bumpenvmatconst[cur].const_num = -1;
-        ps->bumpenvmatconst[cur].texunit = i;
-        ps->luminanceconst[cur].const_num = -1;
-        ps->luminanceconst[cur].texunit = i;
-
-        /* If the shader does not use all available constants, use the next free constant to load the bump mapping environment matrix from
-         * the stateblock into the shader. If no constant is available don't load, texbem will then just sample the texture without applying
-         * bump mapping.
-         */
-        if(max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
-            ps->bumpenvmatconst[cur].const_num = max_constantsF + extra_constants_needed;
-            shader_addline(buffer, "PARAM bumpenvmat%d = program.env[%d];\n",
-                           i, ps->bumpenvmatconst[cur].const_num);
-            extra_constants_needed++;
-
-            if(reg_maps->luminanceparams && max_constantsF + extra_constants_needed < GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS) {
-                ((IWineD3DPixelShaderImpl *)This)->luminanceconst[cur].const_num = max_constantsF + extra_constants_needed;
-                shader_addline(buffer, "PARAM luminance%d = program.env[%d];\n",
-                               i, ps->luminanceconst[cur].const_num);
-                extra_constants_needed++;
-            } else if(reg_maps->luminanceparams) {
-                FIXME("No free constant to load the luminance parameters\n");
-            }
-        } else {
-            FIXME("No free constant found to load environment bump mapping matrix into the shader. texbem instruction will not apply bump mapping\n");
+    if (pshader && reg_maps->shader_version.major == 1 && reg_maps->shader_version.minor <= 3)
+    {
+        for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
+        {
+            if (map & 1) shader_addline(buffer, "TEMP T%u;\n", i);
         }
-
-        ps->numbumpenvmatconsts = cur + 1;
-    }
-
-    if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
-        shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
-                       srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
-        shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
-                       srgb_sub_high, 0.0, 0.0, 0.0);
     }
 
     /* Load local constants using the program-local space,
@@ -376,6 +683,7 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
         LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
             shader_addline(buffer, "PARAM C%u = program.local[%u];\n", lconst->idx,
                            lconst_map[lconst->idx]);
+            next_local = max(next_local, lconst_map[lconst->idx] + 1);
         }
     }
 
@@ -399,6 +707,8 @@ static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const sh
             }
         }
     }
+
+    return next_local;
 }
 
 static const char * const shift_tab[] = {
@@ -424,14 +734,8 @@ static void shader_arb_get_write_mask(const struct wined3d_shader_instruction *i
         const struct wined3d_shader_dst_param *dst, char *write_mask)
 {
     char *ptr = write_mask;
-    char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
 
-    if (vshader && dst->reg.type == WINED3DSPR_ADDR)
-    {
-        *ptr++ = '.';
-        *ptr++ = 'x';
-    }
-    else if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
+    if (dst->write_mask != WINED3DSP_WRITEMASK_ALL)
     {
         *ptr++ = '.';
         if (dst->write_mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
@@ -476,73 +780,207 @@ static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param,
     *ptr = '\0';
 }
 
-static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADER_PARAM_REGISTER_TYPE register_type,
-        UINT register_idx, BOOL rel_addr, char *register_name, BOOL *is_color)
+static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
+{
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+
+    if(strcmp(priv->addr_reg, src) == 0) return;
+
+    strcpy(priv->addr_reg, src);
+    shader_addline(buffer, "ARL A0.x, %s;\n", src);
+}
+
+static void shader_arb_get_src_param(const struct wined3d_shader_instruction *ins,
+        const struct wined3d_shader_src_param *src, unsigned int tmpreg, char *outregstr);
+
+static void shader_arb_get_register_name(const struct wined3d_shader_instruction *ins,
+        const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color)
 {
     /* oPos, oFog and oPts in D3D */
     static const char * const rastout_reg_names[] = {"TMP_OUT", "result.fogcoord", "result.pointsize"};
-    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
+    struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
     *is_color = FALSE;
 
-    switch (register_type)
+    switch (reg->type)
     {
         case WINED3DSPR_TEMP:
-            sprintf(register_name, "R%u", register_idx);
+            sprintf(register_name, "R%u", reg->idx);
             break;
 
         case WINED3DSPR_INPUT:
             if (pshader)
             {
-                if (register_idx == 0) strcpy(register_name, "fragment.color.primary");
-                else strcpy(register_name, "fragment.color.secondary");
+                if(This->baseShader.reg_maps.shader_version.major < 3)
+                {
+                    if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
+                    else strcpy(register_name, "fragment.color.secondary");
+                }
+                else
+                {
+                    if(reg->rel_addr)
+                    {
+                        char rel_reg[50];
+                        shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
+
+                        if(strcmp(rel_reg, "**aL_emul**") == 0)
+                        {
+                            DWORD idx = ctx->aL + reg->idx;
+                            if(idx < MAX_REG_INPUT)
+                            {
+                                strcpy(register_name, ctx->ps_input[idx]);
+                            }
+                            else
+                            {
+                                ERR("Pixel shader input register out of bounds: %u\n", idx);
+                                sprintf(register_name, "out_of_bounds_%u", idx);
+                            }
+                        }
+                        else if(This->baseShader.reg_maps.input_registers & 0x0300)
+                        {
+                            /* There are two ways basically:
+                             *
+                             * 1) Use the unrolling code that is used for loop emulation and unroll the loop.
+                             *    That means trouble if the loop also contains a breakc or if the control values
+                             *    aren't local constants.
+                             * 2) Generate an if block that checks if aL.y < 8, == 8 or == 9 and selects the
+                             *    source dynamically. The trouble is that we cannot simply read aL.y because it
+                             *    is an ADDRESS register. We could however push it, load .zw with a value and use
+                             *    ADAC to load the condition code register and pop it again afterwards
+                             */
+                            FIXME("Relative input register addressing with more than 8 registers\n");
+
+                            /* This is better than nothing for now */
+                            sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
+                        }
+                        else if(ctx->cur_ps_args->super.vp_mode != vertexshader)
+                        {
+                            /* This is problematic because we'd have to consult the ctx->ps_input strings
+                             * for where to find the varying. Some may be "0.0", others can be texcoords or
+                             * colors. This needs either a pipeline replacement to make the vertex shader feed
+                             * proper varyings, or loop unrolling
+                             *
+                             * For now use the texcoords and hope for the best
+                             */
+                            FIXME("Non-vertex shader varying input with indirect addressing\n");
+                            sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
+                        }
+                        else
+                        {
+                            /* D3D supports indirect addressing only with aL in loop registers. The loop instruction
+                             * pulls GL_NV_fragment_program2 in
+                             */
+                            sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
+                        }
+                    }
+                    else
+                    {
+                        if(reg->idx < MAX_REG_INPUT)
+                        {
+                            strcpy(register_name, ctx->ps_input[reg->idx]);
+                        }
+                        else
+                        {
+                            ERR("Pixel shader input register out of bounds: %u\n", reg->idx);
+                            sprintf(register_name, "out_of_bounds_%u", reg->idx);
+                        }
+                    }
+                }
             }
             else
             {
-                if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
-                sprintf(register_name, "vertex.attrib[%u]", register_idx);
+                if (ctx->cur_vs_args->super.swizzle_map & (1 << reg->idx)) *is_color = TRUE;
+                sprintf(register_name, "vertex.attrib[%u]", reg->idx);
             }
             break;
 
         case WINED3DSPR_CONST:
-            if (!pshader && rel_addr)
+            if (!pshader && reg->rel_addr)
             {
+                BOOL aL = FALSE;
+                char rel_reg[50];
                 UINT rel_offset = ((IWineD3DVertexShaderImpl *)This)->rel_offset;
-                if (register_idx >= rel_offset)
-                    sprintf(register_name, "C[A0.x + %u]", register_idx - rel_offset);
+                if(This->baseShader.reg_maps.shader_version.major < 2) {
+                    sprintf(rel_reg, "A0.x");
+                } else {
+                    shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
+                    if(ctx->target_version == ARB) {
+                        if(strcmp(rel_reg, "**aL_emul**") == 0) {
+                            aL = TRUE;
+                        } else {
+                            shader_arb_request_a0(ins, rel_reg);
+                            sprintf(rel_reg, "A0.x");
+                        }
+                    }
+                }
+                if(aL)
+                    sprintf(register_name, "C[%u]", ctx->aL + reg->idx);
+                else if (reg->idx >= rel_offset)
+                    sprintf(register_name, "C[%s + %u]", rel_reg, reg->idx - rel_offset);
                 else
-                    sprintf(register_name, "C[A0.x - %u]", -register_idx + rel_offset);
+                    sprintf(register_name, "C[%s - %u]", rel_reg, -reg->idx + rel_offset);
             }
             else
             {
                 if (This->baseShader.reg_maps.usesrelconstF)
-                    sprintf(register_name, "C[%u]", register_idx);
+                    sprintf(register_name, "C[%u]", reg->idx);
                 else
-                    sprintf(register_name, "C%u", register_idx);
+                    sprintf(register_name, "C%u", reg->idx);
             }
             break;
 
         case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
-            if (pshader) sprintf(register_name, "T%u", register_idx);
-            else  sprintf(register_name, "A%u", register_idx);
+            if (pshader) {
+                if(This->baseShader.reg_maps.shader_version.major == 1 &&
+                   This->baseShader.reg_maps.shader_version.minor <= 3) {
+                    /* In ps <= 1.3, Tx is a temporary register as destination to all instructions,
+                     * and as source to most instructions. For some instructions it is the texcoord
+                     * input. Those instructions know about the special use
+                     */
+                    sprintf(register_name, "T%u", reg->idx);
+                } else {
+                    /* in ps 1.4 and 2.x Tx is always a (read-only) varying */
+                    sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
+                }
+            }
+            else
+            {
+                if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
+                {
+                    sprintf(register_name, "A%u", reg->idx);
+                }
+                else
+                {
+                    sprintf(register_name, "A%u_SHADOW", reg->idx);
+                }
+            }
             break;
 
         case WINED3DSPR_COLOROUT:
-            if (register_idx == 0)
+            if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
             {
                 strcpy(register_name, "TMP_COLOR");
             }
             else
             {
-                /* TODO: See GL_ARB_draw_buffers */
-                FIXME("Unsupported write to render target %u\n", register_idx);
-                sprintf(register_name, "unsupported_register");
+                if(ctx->cur_ps_args->super.srgb_correction) FIXME("sRGB correction on higher render targets\n");
+                if(This->baseShader.reg_maps.highest_render_target > 0)
+                {
+                    sprintf(register_name, "result.color[%u]", reg->idx);
+                }
+                else
+                {
+                    strcpy(register_name, "result.color");
+                }
             }
             break;
 
         case WINED3DSPR_RASTOUT:
-            sprintf(register_name, "%s", rastout_reg_names[register_idx]);
+            if(reg->idx == 1) sprintf(register_name, "%s", ctx->fog_output);
+            else sprintf(register_name, "%s", rastout_reg_names[reg->idx]);
             break;
 
         case WINED3DSPR_DEPTHOUT:
@@ -550,19 +988,71 @@ static void shader_arb_get_register_name(IWineD3DBaseShader *iface, WINED3DSHADE
             break;
 
         case WINED3DSPR_ATTROUT:
-            if (pshader) sprintf(register_name, "oD[%u]", register_idx);
-            else if (register_idx == 0) strcpy(register_name, "result.color.primary");
-            else strcpy(register_name, "result.color.secondary");
+        /* case WINED3DSPR_OUTPUT: */
+            if (pshader) sprintf(register_name, "oD[%u]", reg->idx);
+            else strcpy(register_name, ctx->color_output[reg->idx]);
             break;
 
         case WINED3DSPR_TEXCRDOUT:
-            if (pshader) sprintf(register_name, "oT[%u]", register_idx);
-            else sprintf(register_name, "result.texcoord[%u]", register_idx);
+            if (pshader)
+            {
+                sprintf(register_name, "oT[%u]", reg->idx);
+            }
+            else
+            {
+                if(This->baseShader.reg_maps.shader_version.major < 3)
+                {
+                    strcpy(register_name, ctx->texcrd_output[reg->idx]);
+                }
+                else
+                {
+                    strcpy(register_name, ctx->vs_output[reg->idx]);
+                }
+            }
+            break;
+
+        case WINED3DSPR_LOOP:
+            if(ctx->target_version >= NV2)
+            {
+                /* Pshader has an implicitly declared loop index counter A0.x that cannot be renamed */
+                if(pshader) sprintf(register_name, "A0.x");
+                else sprintf(register_name, "aL.y");
+            }
+            else
+            {
+                /* Unfortunately this code cannot return the value of ctx->aL here. An immediate value
+                 * would be valid, but if aL is used for indexing(its only use), there's likely an offset,
+                 * thus the result would be something like C[15 + 30], which is not valid in the ARB program
+                 * grammar. So return a marker for the emulated aL and intercept it in constant and varying
+                 * indexing
+                 */
+                sprintf(register_name, "**aL_emul**");
+            }
+
+            break;
+
+        case WINED3DSPR_CONSTINT:
+            sprintf(register_name, "I%u", reg->idx);
+            break;
+
+        case WINED3DSPR_MISCTYPE:
+            if(reg->idx == 0)
+            {
+                sprintf(register_name, "vpos");
+            }
+            else if(reg->idx == 1)
+            {
+                sprintf(register_name, "fragment.facing.x");
+            }
+            else
+            {
+                FIXME("Unknown MISCTYPE register index %u\n", reg->idx);
+            }
             break;
 
         default:
-            FIXME("Unhandled register type %#x[%u]\n", register_type, register_idx);
-            sprintf(register_name, "unrecognized_register[%u]", register_idx);
+            FIXME("Unhandled register type %#x[%u]\n", reg->type, reg->idx);
+            sprintf(register_name, "unrecognized_register[%u]", reg->idx);
             break;
     }
 }
@@ -574,8 +1064,7 @@ static void shader_arb_get_dst_param(const struct wined3d_shader_instruction *in
     char write_mask[6];
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->ctx->shader, wined3d_dst->reg.type,
-            wined3d_dst->reg.idx, !!wined3d_dst->reg.rel_addr, register_name, &is_color);
+    shader_arb_get_register_name(ins, &wined3d_dst->reg, register_name, &is_color);
     strcpy(str, register_name);
 
     shader_arb_get_write_mask(ins, wined3d_dst, write_mask);
@@ -598,8 +1087,8 @@ static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channe
     }
 }
 
-static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
-                                 const char *one, const char *two, struct color_fixup_desc fixup)
+static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
+        DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
 {
     DWORD mask;
 
@@ -650,22 +1139,71 @@ static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD d
     }
 }
 
-static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
-        const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias)
+static const char *shader_arb_get_modifier(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
-    const char *tex_type;
-    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
+    DWORD mod;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    if (!ins->dst_count) return "";
 
-    switch(sampler_type) {
-        case WINED3DSTT_1D:
-            tex_type = "1D";
-            break;
+    mod = ins->dst[0].modifiers;
 
-        case WINED3DSTT_2D:
-            if(device->stateBlock->textures[sampler_idx] &&
+    /* Silently ignore PARTIALPRECISION if its not supported */
+    if(priv->target_version == ARB) mod &= ~WINED3DSPDM_PARTIALPRECISION;
+
+    if(mod & WINED3DSPDM_MSAMPCENTROID)
+    {
+        FIXME("Unhandled modifier WINED3DSPDM_MSAMPCENTROID\n");
+        mod &= ~WINED3DSPDM_MSAMPCENTROID;
+    }
+
+    switch(mod)
+    {
+        case WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION:
+            return "H_SAT";
+
+        case WINED3DSPDM_SATURATE:
+            return "_SAT";
+
+        case WINED3DSPDM_PARTIALPRECISION:
+            return "H";
+
+        case 0:
+            return "";
+
+        default:
+            FIXME("Unknown modifiers 0x%08x\n", mod);
+            return "";
+    }
+}
+
+#define TEX_PROJ        0x1
+#define TEX_BIAS        0x2
+#define TEX_LOD         0x4
+#define TEX_DERIV       0x10
+
+static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
+        const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
+    const char *tex_type;
+    BOOL np2_fixup = FALSE;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    const char *mod;
+    BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
+    if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
+
+    switch(sampler_type) {
+        case WINED3DSTT_1D:
+            tex_type = "1D";
+            break;
+
+        case WINED3DSTT_2D:
+            if(device->stateBlock->textures[sampler_idx] &&
                IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
                 tex_type = "RECT";
             } else {
@@ -673,10 +1211,11 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
             }
             if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
             {
-               const IWineD3DPixelShaderImpl* const ps = (const IWineD3DPixelShaderImpl*)This;
-               if(ps->cur_args->np2_fixup & (1 << sampler_idx)) {
-                   FIXME("NP2 texcoord fixup is currently not implemented in ARB mode (use GLSL instead).\n");
-               }
+                if (priv->cur_np2fixup_info->super.active & (1 << sampler_idx))
+                {
+                    if (flags) FIXME("Only ordinary sampling from NP2 textures is supported.\n");
+                    else np2_fixup = TRUE;
+                }
             }
             break;
 
@@ -693,22 +1232,61 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
             tex_type = "";
     }
 
-    if (bias) {
+    /* TEX, TXL, TXD and TXP do not support the "H" modifier,
+     * so don't use shader_arb_get_modifier
+     */
+    if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) mod = "_SAT";
+    else mod = "";
+
+    /* Fragment samplers always have indentity mapping */
+    if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
+    {
+        sampler_idx = priv->cur_vs_args->vertex_samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
+    }
+
+    if (flags & TEX_DERIV)
+    {
+        if(flags & TEX_PROJ) FIXME("Projected texture sampling with custom derivatives\n");
+        if(flags & TEX_BIAS) FIXME("Biased texture sampling with custom derivatives\n");
+        shader_addline(buffer, "TXD%s %s, %s, %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
+                       dsx, dsy,sampler_idx, tex_type);
+    }
+    else if(flags & TEX_LOD)
+    {
+        if(flags & TEX_PROJ) FIXME("Projected texture sampling with explicit lod\n");
+        if(flags & TEX_BIAS) FIXME("Biased texture sampling with explicit lod\n");
+        shader_addline(buffer, "TXL%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg,
+                       sampler_idx, tex_type);
+    }
+    else if (flags & TEX_BIAS)
+    {
         /* Shouldn't be possible, but let's check for it */
-        if(projected) FIXME("Biased and Projected texture sampling\n");
+        if(flags & TEX_PROJ) FIXME("Biased and Projected texture sampling\n");
         /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */
-        shader_addline(buffer, "TXB %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
-    } else if (projected) {
-        shader_addline(buffer, "TXP %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
-    } else {
-        shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
+        shader_addline(buffer, "TXB%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
+    }
+    else if (flags & TEX_PROJ)
+    {
+        shader_addline(buffer, "TXP%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
+    }
+    else
+    {
+        if (np2_fixup)
+        {
+            const unsigned char idx = priv->cur_np2fixup_info->super.idx[sampler_idx];
+            shader_addline(buffer, "MUL TA, np2fixup[%u].%s, %s;\n", idx >> 1,
+                           (idx % 2) ? "zwxy" : "xyzw", coord_reg);
+
+            shader_addline(buffer, "TEX%s %s, TA, texture[%u], %s;\n", mod, dst_str, sampler_idx, tex_type);
+        }
+        else
+            shader_addline(buffer, "TEX%s %s, %s, texture[%u], %s;\n", mod, dst_str, coord_reg, sampler_idx, tex_type);
     }
 
-    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
+    if (pshader)
     {
-        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
         gen_color_correction(buffer, dst_str, ins->dst[0].write_mask,
-                "one", "coefmul.x", ps->cur_args->color_fixup[sampler_idx]);
+                "one", "coefmul.x", priv->cur_ps_args->super.color_fixup[sampler_idx]);
     }
 }
 
@@ -720,14 +1298,14 @@ static void shader_arb_get_src_param(const struct wined3d_shader_instruction *in
     char regstr[256];
     char swzstr[20];
     int insert_line;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
     /* Assume a new line will be added */
     insert_line = 1;
 
     /* Get register name */
-    shader_arb_get_register_name(ins->ctx->shader, src->reg.type,
-            src->reg.idx, !!src->reg.rel_addr, regstr, &is_color);
+    shader_arb_get_register_name(ins, &src->reg, regstr, &is_color);
     shader_arb_get_swizzle(src, is_color, swzstr);
 
     switch (src->modifiers)
@@ -769,6 +1347,23 @@ static void shader_arb_get_src_param(const struct wined3d_shader_instruction *in
         shader_addline(buffer, "RCP T%c, %s.w;\n", 'A' + tmpreg, regstr);
         shader_addline(buffer, "MUL T%c, %s, T%c;\n", 'A' + tmpreg, regstr, 'A' + tmpreg);
         break;
+    case WINED3DSPSM_ABS:
+        if(ctx->target_version >= NV2) {
+            sprintf(outregstr, "|%s%s|", regstr, swzstr);
+            insert_line = 0;
+        } else {
+            shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
+        }
+        break;
+    case WINED3DSPSM_ABSNEG:
+        if(ctx->target_version >= NV2) {
+            sprintf(outregstr, "-|%s%s|", regstr, swzstr);
+        } else {
+            shader_addline(buffer, "ABS T%c, %s;\n", 'A' + tmpreg, regstr);
+            sprintf(outregstr, "-T%c%s", 'A' + tmpreg, swzstr);
+        }
+        insert_line = 0;
+        break;
     default:
         sprintf(outregstr, "%s%s", regstr, swzstr);
         insert_line = 0;
@@ -781,106 +1376,116 @@ static void shader_arb_get_src_param(const struct wined3d_shader_instruction *in
 
 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[2][50];
-    char dst_wmask[20];
     DWORD sampler_code = dst->reg.idx;
-    BOOL has_bumpmat = FALSE;
-    BOOL is_color;
-    int i;
-
-    for(i = 0; i < This->numbumpenvmatconsts; i++) {
-        if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
-                && This->bumpenvmatconst[i].texunit == sampler_code)
-        {
-            has_bumpmat = TRUE;
-            break;
-        }
-    }
 
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_wmask);
-    strcat(dst_name, dst_wmask);
+    shader_arb_get_dst_param(ins, dst, dst_name);
 
-    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+    /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
+     *
+     * Keep in mind that src_name[1] can be "TB" and src_name[0] can be "TA" because modifiers like _x2 are valid
+     * with bem. So delay loading the first parameter until after the perturbation calculation which needs two
+     * temps is done.
+     */
     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+    shader_addline(buffer, "SWZ TA, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
+    shader_addline(buffer, "DP3 TC.r, TA, %s;\n", src_name[1]);
+    shader_addline(buffer, "SWZ TA, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
+    shader_addline(buffer, "DP3 TC.g, TA, %s;\n", src_name[1]);
 
-    if(has_bumpmat) {
-        /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
-        shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", sampler_code);
-        shader_addline(buffer, "DP3 TMP.r, TMP2, %s;\n", src_name[1]);
-        shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", sampler_code);
-        shader_addline(buffer, "DP3 TMP.g, TMP2, %s;\n", src_name[1]);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+    shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
+}
 
-        shader_addline(buffer, "ADD %s, %s, TMP;\n", dst_name, src_name[0]);
-    } else {
-        shader_addline(buffer, "MOV %s, %s;\n", dst_name, src_name[0]);
+static DWORD negate_modifiers(DWORD mod, char *extra_char)
+{
+    *extra_char = ' ';
+    switch(mod)
+    {
+        case WINED3DSPSM_NONE:      return WINED3DSPSM_NEG;
+        case WINED3DSPSM_NEG:       return WINED3DSPSM_NONE;
+        case WINED3DSPSM_BIAS:      return WINED3DSPSM_BIASNEG;
+        case WINED3DSPSM_BIASNEG:   return WINED3DSPSM_BIAS;
+        case WINED3DSPSM_SIGN:      return WINED3DSPSM_SIGNNEG;
+        case WINED3DSPSM_SIGNNEG:   return WINED3DSPSM_SIGN;
+        case WINED3DSPSM_COMP:      *extra_char = '-'; return WINED3DSPSM_COMP;
+        case WINED3DSPSM_X2:        return WINED3DSPSM_X2NEG;
+        case WINED3DSPSM_X2NEG:     return WINED3DSPSM_X2;
+        case WINED3DSPSM_DZ:        *extra_char = '-'; return WINED3DSPSM_DZ;
+        case WINED3DSPSM_DW:        *extra_char = '-'; return WINED3DSPSM_DW;
+        case WINED3DSPSM_ABS:       return WINED3DSPSM_ABSNEG;
+        case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
     }
+    FIXME("Unknown modifier %u\n", mod);
+    return mod;
 }
 
 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char dst_wmask[20];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
-    BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
-    BOOL is_color;
     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
             ins->ctx->reg_maps->shader_version.minor);
+    BOOL is_color;
 
-    /* FIXME: support output modifiers */
-
-    /* Handle output register */
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_wmask);
-
-    /* Generate input register names (with modifiers) */
-    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+    shader_arb_get_dst_param(ins, dst, dst_name);
     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
-    shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
 
     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
     if (shader_version <= WINED3D_SHADER_VERSION(1, 3) && ins->coissue)
     {
-        shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
+        shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
     } else {
-        shader_addline(buffer, "ADD TMP, -%s, coefdiv.x;\n", src_name[0]);
-        shader_addline(buffer, "CMP%s %s%s, TMP, %s, %s;\n",
-                                sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1], src_name[2]);
+        struct wined3d_shader_src_param src0_copy = ins->src[0];
+        char extra_neg;
+
+        /* src0 may have a negate srcmod set, so we can't blindly add "-" to the name */
+        src0_copy.modifiers = negate_modifiers(src0_copy.modifiers, &extra_neg);
+
+        shader_arb_get_src_param(ins, &src0_copy, 0, src_name[0]);
+        shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
+        shader_addline(buffer, "ADD TA, %c%s, coefdiv.x;\n", extra_neg, src_name[0]);
+        /* No modifiers supported on CMP */
+        shader_addline(buffer, "CMP %s, TA, %s, %s;\n", dst_name, src_name[1], src_name[2]);
+
+        /* _SAT on CMP doesn't make much sense, but it is not a pure NOP */
+        if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
+        {
+            shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
+            shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, dst_name);
+        }
     }
 }
 
 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char dst_wmask[20];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
-    BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
     BOOL is_color;
 
-    /* FIXME: support output modifiers */
-
-    /* Handle output register */
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_wmask);
+    shader_arb_get_dst_param(ins, dst, dst_name);
 
     /* Generate input register names (with modifiers) */
     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
     shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
 
-    shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
+    /* No modifiers are supported on CMP */
+    shader_addline(buffer, "CMP %s, %s, %s, %s;\n", dst_name,
                    src_name[0], src_name[2], src_name[1]);
+
+    if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
+    {
+        shader_arb_get_register_name(ins, &dst->reg, src_name[0], &is_color);
+        shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name[0]);
+    }
 }
 
 /** Process the WINED3DSIO_DP2ADD instruction in ARB.
@@ -888,37 +1493,64 @@ static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char dst_wmask[20];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
-    BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
-    BOOL is_color;
-
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_wmask);
+    struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
+    shader_arb_get_dst_param(ins, dst, dst_name);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
-    shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
     shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
 
-    /* Emulate a DP2 with a DP3 and 0.0 */
-    shader_addline(buffer, "MOV TMP, %s;\n", src_name[0]);
-    shader_addline(buffer, "MOV TMP.z, 0.0;\n");
-    shader_addline(buffer, "DP3 TMP2, TMP, %s;\n", src_name[1]);
-    shader_addline(buffer, "ADD%s %s%s, TMP2, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[2]);
+    if(ctx->target_version >= NV3)
+    {
+        /* GL_NV_fragment_program2 has a 1:1 matching instruction */
+        shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+        shader_addline(buffer, "DP2A%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
+                       dst_name, src_name[0], src_name[1], src_name[2]);
+    }
+    else if(ctx->target_version >= NV2)
+    {
+        /* dst.x = src2.?, src0.x, src1.x + src0.y * src1.y
+         * dst.y = src2.?, src0.x, src1.z + src0.y * src1.w
+         * dst.z = src2.?, src0.x, src1.x + src0.y * src1.y
+         * dst.z = src2.?, src0.x, src1.z + src0.y * src1.w
+         *
+         * Make sure that src1.zw = src1.xy, then we get a classic dp2add
+         *
+         * .xyxy and other swizzles that we could get with this are not valid in
+         * plain ARBfp, but luckily the NV extension grammar lifts this limitation.
+         */
+        struct wined3d_shader_src_param tmp_param = ins->src[1];
+        DWORD swizzle = tmp_param.swizzle & 0xf; /* Selects .xy */
+        tmp_param.swizzle = swizzle | (swizzle << 4); /* Creates .xyxy */
+
+        shader_arb_get_src_param(ins, &tmp_param, 1, src_name[1]);
+
+        shader_addline(buffer, "X2D%s %s, %s, %s, %s;\n", shader_arb_get_modifier(ins),
+                       dst_name, src_name[2], src_name[0], src_name[1]);
+    }
+    else
+    {
+        shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+        /* Emulate a DP2 with a DP3 and 0.0. Don't use the dest as temp register, it could be src[1] or src[2]
+        * src_name[0] can be TA, but TA is a private temp for modifiers, so it is save to overwrite
+        */
+        shader_addline(buffer, "MOV TA, %s;\n", src_name[0]);
+        shader_addline(buffer, "MOV TA.z, 0.0;\n");
+        shader_addline(buffer, "DP3 TA, TA, %s;\n", src_name[1]);
+        shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
+    }
 }
 
 /* Map the opcode 1-to-1 to the GL code */
 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     const char *instruction;
     char arguments[256], dst_str[50];
     unsigned int i;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    const char *modifier;
 
     switch (ins->handler_idx)
     {
@@ -928,31 +1560,25 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
         case WINED3DSIH_DP3: instruction = "DP3"; break;
         case WINED3DSIH_DP4: instruction = "DP4"; break;
         case WINED3DSIH_DST: instruction = "DST"; break;
-        case WINED3DSIH_EXP: instruction = "EX2"; break;
-        case WINED3DSIH_EXPP: instruction = "EXP"; break;
         case WINED3DSIH_FRC: instruction = "FRC"; break;
         case WINED3DSIH_LIT: instruction = "LIT"; break;
-        case WINED3DSIH_LOG: instruction = "LG2"; break;
-        case WINED3DSIH_LOGP: instruction = "LOG"; break;
         case WINED3DSIH_LRP: instruction = "LRP"; break;
         case WINED3DSIH_MAD: instruction = "MAD"; break;
         case WINED3DSIH_MAX: instruction = "MAX"; break;
         case WINED3DSIH_MIN: instruction = "MIN"; break;
         case WINED3DSIH_MOV: instruction = "MOV"; break;
         case WINED3DSIH_MUL: instruction = "MUL"; break;
-        case WINED3DSIH_POW: instruction = "POW"; break;
         case WINED3DSIH_SGE: instruction = "SGE"; break;
         case WINED3DSIH_SLT: instruction = "SLT"; break;
         case WINED3DSIH_SUB: instruction = "SUB"; break;
+        case WINED3DSIH_MOVA:instruction = "ARR"; break;
+        case WINED3DSIH_SGN: instruction = "SSG"; break;
+        case WINED3DSIH_DSX: instruction = "DDX"; break;
         default: instruction = "";
             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
             break;
     }
 
-    /* All instructions handled by this function have a destination parameter */
-    if(dst->modifiers & WINED3DSPDM_SATURATE) modifier = "_SAT";
-    else modifier = "";
-
     /* Note that shader_arb_add_dst_param() adds spaces. */
     arguments[0] = '\0';
     shader_arb_get_dst_param(ins, dst, dst_str);
@@ -963,36 +1589,67 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
         shader_arb_get_src_param(ins, &ins->src[i], i, operand);
         strcat(arguments, operand);
     }
-    shader_addline(buffer, "%s%s %s%s;\n", instruction, modifier, dst_str, arguments);
+    shader_addline(buffer, "%s%s %s%s;\n", instruction, shader_arb_get_modifier(ins), dst_str, arguments);
 }
 
 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     shader_addline(buffer, "NOP;\n");
 }
 
 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+    BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
+    struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
-    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)
-            || ins->handler_idx == WINED3DSIH_MOVA)
-    {
-        SHADER_BUFFER *buffer = ins->ctx->buffer;
-        char src0_param[256];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char src0_param[256];
+
+    if(ins->handler_idx == WINED3DSIH_MOVA) {
+        char write_mask[6];
+
+        if(ctx->target_version >= NV2) {
+            shader_hw_map2gl(ins);
+            return;
+        }
+        shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
+        shader_arb_get_write_mask(ins, &ins->dst[0], write_mask);
+
+        /* This implements the mova formula used in GLSL. The first two instructions
+         * prepare the sign() part. Note that it is fine to have my_sign(0.0) = 1.0
+         * in this case:
+         * mova A0.x, 0.0
+         *
+         * A0.x = arl(floor(abs(0.0) + 0.5) * 1.0) = floor(0.5) = 0.0 since arl does a floor
+         *
+         * The ARL is performed when A0 is used - the requested component is read from A0_SHADOW into
+         * A0.x. We can use the overwritten component of A0_shadow as temporary storage for the sign.
+         */
+        shader_addline(buffer, "SGE A0_SHADOW%s, %s, mova_const.y;\n", write_mask, src0_param);
+        shader_addline(buffer, "MAD A0_SHADOW%s, A0_SHADOW, mova_const.z, -mova_const.w;\n", write_mask);
 
-        if (ins->handler_idx == WINED3DSIH_MOVA)
-            FIXME("mova should round\n");
+        shader_addline(buffer, "ABS TA%s, %s;\n", write_mask, src0_param);
+        shader_addline(buffer, "ADD TA%s, TA, mova_const.x;\n", write_mask);
+        shader_addline(buffer, "FLR TA%s, TA;\n", write_mask);
+        if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
+        {
+            shader_addline(buffer, "ADD TA%s, TA, helper_const.z;\n", write_mask);
+        }
+        shader_addline(buffer, "MUL A0_SHADOW%s, TA, A0_SHADOW;\n", write_mask);
 
+        ((struct shader_arb_ctx_priv *)ins->ctx->backend_data)->addr_reg[0] = '\0';
+    } else if (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)
+    {
         src0_param[0] = '\0';
         if (((IWineD3DVertexShaderImpl *)shader)->rel_offset)
         {
             shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);
-            shader_addline(buffer, "ADD TMP.x, %s, helper_const.z;\n", src0_param);
-            shader_addline(buffer, "ARL A0.x, TMP.x;\n");
+            shader_addline(buffer, "ADD TA.x, %s, helper_const.z;\n", src0_param);
+            shader_addline(buffer, "ARL A0.x, TA.x;\n");
         }
         else
         {
@@ -1005,6 +1662,16 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
         }
     }
+    else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
+    {
+        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
+        if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
+        {
+            shader_addline(buffer, "#mov handled in srgb write code\n");
+            return;
+        }
+        shader_hw_map2gl(ins);
+    }
     else
     {
         shader_hw_map2gl(ins);
@@ -1014,7 +1681,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char reg_dest[40];
 
     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
@@ -1024,14 +1691,42 @@ static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
 
     if (ins->ctx->reg_maps->shader_version.major >= 2)
     {
-        /* The arb backend doesn't claim ps 2.0 support, but try to eat what the app feeds to us */
-        shader_addline(buffer, "KIL %s;\n", reg_dest);
+        const char *kilsrc = "TA";
+        BOOL is_color;
+
+        shader_arb_get_register_name(ins, &dst->reg, reg_dest, &is_color);
+        if(dst->write_mask == WINED3DSP_WRITEMASK_ALL)
+        {
+            kilsrc = reg_dest;
+        }
+        else
+        {
+            /* Sigh. KIL doesn't support swizzles/writemasks. KIL passes a writemask, but ".xy" for example
+             * is not valid as a swizzle in ARB (needs ".xyyy"). Use SWZ to load the register properly, and set
+             * masked out components to 0(won't kill)
+             */
+            char x = '0', y = '0', z = '0', w = '0';
+            if(dst->write_mask & WINED3DSP_WRITEMASK_0) x = 'x';
+            if(dst->write_mask & WINED3DSP_WRITEMASK_1) y = 'y';
+            if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z';
+            if(dst->write_mask & WINED3DSP_WRITEMASK_3) w = 'w';
+            shader_addline(buffer, "SWZ TA, %s, %c, %c, %c, %c;\n", reg_dest, x, y, z, w);
+        }
+        shader_addline(buffer, "KIL %s;\n", kilsrc);
     } else {
         /* ARB fp doesn't like swizzles on the parameter of the KIL instruction. To mask the 4th component,
          * copy the register into our general purpose TMP variable, overwrite .w and pass TMP to KIL
+         *
+         * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
+         * or pass in any temporary register(in shader phase 2)
          */
-        shader_addline(buffer, "SWZ TMP, %s, x, y, z, 1;\n", reg_dest);
-        shader_addline(buffer, "KIL TMP;\n");
+        if(ins->ctx->reg_maps->shader_version.minor <= 3) {
+            sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
+        } else {
+            shader_arb_get_dst_param(ins, dst, reg_dest);
+        }
+        shader_addline(buffer, "SWZ TA, %s, x, y, z, 1;\n", reg_dest);
+        shader_addline(buffer, "KIL TA;\n");
     }
 }
 
@@ -1040,217 +1735,213 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    BOOL is_color;
     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
             ins->ctx->reg_maps->shader_version.minor);
-    BOOL projected = FALSE, bias = FALSE;
+    struct wined3d_shader_src_param src;
 
     char reg_dest[40];
     char reg_coord[40];
     DWORD reg_sampler_code;
+    DWORD myflags = 0;
 
     /* All versions have a destination register */
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, reg_dest, &is_color);
+    shader_arb_get_dst_param(ins, dst, reg_dest);
+
+    /* 1.0-1.4: Use destination register number as texture code.
+       2.0+: Use provided sampler number as texure code. */
+    if (shader_version < WINED3D_SHADER_VERSION(2,0))
+        reg_sampler_code = dst->reg.idx;
+    else
+        reg_sampler_code = ins->src[1].reg.idx;
 
-    /* 1.0-1.3: Use destination register as coordinate source.
+    /* 1.0-1.3: Use the texcoord varying.
        1.4+: Use provided coordinate source register. */
-   if (shader_version < WINED3D_SHADER_VERSION(1,4))
-      strcpy(reg_coord, reg_dest);
-   else
-      shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
-
-  /* 1.0-1.4: Use destination register number as texture code.
-     2.0+: Use provided sampler number as texure code. */
-  if (shader_version < WINED3D_SHADER_VERSION(2,0))
-     reg_sampler_code = dst->reg.idx;
-  else
-     reg_sampler_code = ins->src[1].reg.idx;
-
-  /* projection flag:
-   * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
-   * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
-   * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
-   */
-  if (shader_version < WINED3D_SHADER_VERSION(1,4))
-  {
-      DWORD flags = 0;
-      if(reg_sampler_code < MAX_TEXTURES) {
-        flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
-      }
-      if (flags & WINED3DTTFF_PROJECTED) {
-          projected = TRUE;
-      }
-  }
-  else if (shader_version < WINED3D_SHADER_VERSION(2,0))
-  {
-      DWORD src_mod = ins->src[0].modifiers;
-      if (src_mod == WINED3DSPSM_DZ) {
-          projected = TRUE;
-      } else if(src_mod == WINED3DSPSM_DW) {
-          projected = TRUE;
-      }
-  } else {
-      if (ins->flags & WINED3DSI_TEXLD_PROJECT) projected = TRUE;
-      if (ins->flags & WINED3DSI_TEXLD_BIAS) bias = TRUE;
-  }
-  shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, projected, bias);
+    if (shader_version < WINED3D_SHADER_VERSION(1,4))
+        sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
+    else {
+        /* TEX is the only instruction that can handle DW and DZ natively */
+        src = ins->src[0];
+        if(src.modifiers == WINED3DSPSM_DW) src.modifiers = WINED3DSPSM_NONE;
+        if(src.modifiers == WINED3DSPSM_DZ) src.modifiers = WINED3DSPSM_NONE;
+        shader_arb_get_src_param(ins, &src, 0, reg_coord);
+    }
+
+    /* projection flag:
+     * 1.1, 1.2, 1.3: Use WINED3DTSS_TEXTURETRANSFORMFLAGS
+     * 1.4: Use WINED3DSPSM_DZ or WINED3DSPSM_DW on src[0]
+     * 2.0+: Use WINED3DSI_TEXLD_PROJECT on the opcode
+     */
+    if (shader_version < WINED3D_SHADER_VERSION(1,4))
+    {
+        DWORD flags = 0;
+        if(reg_sampler_code < MAX_TEXTURES) {
+            flags = deviceImpl->stateBlock->textureState[reg_sampler_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
+        }
+        if (flags & WINED3DTTFF_PROJECTED) {
+            myflags |= TEX_PROJ;
+        }
+    }
+    else if (shader_version < WINED3D_SHADER_VERSION(2,0))
+    {
+        DWORD src_mod = ins->src[0].modifiers;
+        if (src_mod == WINED3DSPSM_DZ) {
+            /* TXP cannot handle DZ natively, so move the z coordinate to .w. reg_coord is a read-only
+             * varying register, so we need a temp reg
+             */
+            shader_addline(ins->ctx->buffer, "SWZ TA, %s, x, y, z, z;\n", reg_coord);
+            strcpy(reg_coord, "TA");
+            myflags |= TEX_PROJ;
+        } else if(src_mod == WINED3DSPSM_DW) {
+            myflags |= TEX_PROJ;
+        }
+    } else {
+        if (ins->flags & WINED3DSI_TEXLD_PROJECT) myflags |= TEX_PROJ;
+        if (ins->flags & WINED3DSI_TEXLD_BIAS) myflags |= TEX_BIAS;
+    }
+    shader_hw_sample(ins, reg_sampler_code, reg_dest, reg_coord, myflags, NULL, NULL);
 }
 
 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
             ins->ctx->reg_maps->shader_version.minor);
+    char dst_str[50];
 
-    char tmp[20];
-    shader_arb_get_write_mask(ins, dst, tmp);
-    if (shader_version != WINED3D_SHADER_VERSION(1,4))
+    if (shader_version < WINED3D_SHADER_VERSION(1,4))
     {
         DWORD reg = dst->reg.idx;
-        shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
+
+        shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
+        shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
     } else {
         char reg_src[40];
 
         shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src);
-        shader_addline(buffer, "MOV R%u%s, %s;\n", dst->reg.idx, tmp, reg_src);
+        shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
+        shader_addline(buffer, "MOV %s, %s;\n", dst_str, reg_src);
    }
 }
 
 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
 {
-     SHADER_BUFFER *buffer = ins->ctx->buffer;
+     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
      DWORD flags;
 
      DWORD reg1 = ins->dst[0].reg.idx;
-     char dst_str[8];
+     char dst_str[50];
      char src_str[50];
 
-     sprintf(dst_str, "T%u", reg1);
+     /* Note that texreg2ar treats Tx as a temporary register, not as a varying */
+     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
-     shader_addline(buffer, "MOV TMP.x, %s.w;\n", src_str);
-     shader_addline(buffer, "MOV TMP.y, %s.x;\n", src_str);
+     /* Move .x first in case src_str is "TA" */
+     shader_addline(buffer, "MOV TA.y, %s.x;\n", src_str);
+     shader_addline(buffer, "MOV TA.x, %s.w;\n", src_str);
      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-     shader_hw_sample(ins, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+     shader_hw_sample(ins, reg1, dst_str, "TA", flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
 }
 
 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
 {
-     SHADER_BUFFER *buffer = ins->ctx->buffer;
+     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
 
      DWORD reg1 = ins->dst[0].reg.idx;
-     char dst_str[8];
+     char dst_str[50];
      char src_str[50];
 
-     sprintf(dst_str, "T%u", reg1);
+     /* Note that texreg2gb treats Tx as a temporary register, not as a varying */
+     shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
      shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
-     shader_addline(buffer, "MOV TMP.x, %s.y;\n", src_str);
-     shader_addline(buffer, "MOV TMP.y, %s.z;\n", src_str);
-     shader_hw_sample(ins, reg1, dst_str, "TMP", FALSE, FALSE);
+     shader_addline(buffer, "MOV TA.x, %s.y;\n", src_str);
+     shader_addline(buffer, "MOV TA.y, %s.z;\n", src_str);
+     shader_hw_sample(ins, reg1, dst_str, "TA", 0, NULL, NULL);
 }
 
 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
 {
     DWORD reg1 = ins->dst[0].reg.idx;
-    char dst_str[8];
+    char dst_str[50];
     char src_str[50];
 
-    sprintf(dst_str, "T%u", reg1);
+    /* Note that texreg2rg treats Tx as a temporary register, not as a varying */
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src_str);
-    shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
+    shader_hw_sample(ins, reg1, dst_str, src_str, 0, NULL, NULL);
 }
 
 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    BOOL has_bumpmat = FALSE;
-    BOOL has_luminance = FALSE;
-    BOOL is_color;
-    int i;
-
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-
-    char reg_coord[40];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char reg_coord[40], dst_reg[50], src_reg[50];
     DWORD reg_dest_code;
 
-    /* All versions have a destination register */
+    /* All versions have a destination register. The Tx where the texture coordinates come
+     * from is the varying incarnation of the texture register
+     */
     reg_dest_code = dst->reg.idx;
-    /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, reg_coord, &is_color);
-
-    for(i = 0; i < This->numbumpenvmatconsts; i++) {
-        if (This->bumpenvmatconst[i].const_num != WINED3D_CONST_NUM_UNUSED
-                && reg_dest_code == This->bumpenvmatconst[i].texunit)
-        {
-            has_bumpmat = TRUE;
-            break;
-        }
-    }
-    for(i = 0; i < This->numbumpenvmatconsts; i++) {
-        if (This->luminanceconst[i].const_num != WINED3D_CONST_NUM_UNUSED
-                && reg_dest_code == This->luminanceconst[i].texunit)
-        {
-            has_luminance = TRUE;
-            break;
-        }
-    }
-
-    if(has_bumpmat) {
-        DWORD src = ins->src[0].reg.idx;
-
-        /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_reg);
+    sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
 
-        shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
-        shader_addline(buffer, "DP3 TMP.x, TMP2, T%u;\n", src);
-        shader_addline(buffer, "SWZ TMP2, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
-        shader_addline(buffer, "DP3 TMP.y, TMP2, T%u;\n", src);
-
-        /* with projective textures, texbem only divides the static texture coord, not the displacement,
-         * so we can't let the GL handle this.
-         */
-        if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
-              & WINED3DTTFF_PROJECTED) {
-            shader_addline(buffer, "RCP TMP2.w, %s.w;\n", reg_coord);
-            shader_addline(buffer, "MUL TMP2.xy, %s, TMP2.w;\n", reg_coord);
-            shader_addline(buffer, "ADD TMP.xy, TMP, TMP2;\n");
-        } else {
-            shader_addline(buffer, "ADD TMP.xy, TMP, %s;\n", reg_coord);
-        }
+    /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed
+     * The Tx in which the perturbation map is stored is the tempreg incarnation of the texture register
+     *
+     * GL_NV_fragment_program_option could handle this in one instruction via X2D:
+     * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
+     *
+     * However, the NV extensions are never enabled for <= 2.0 shaders because of the performance penalty that
+     * comes with it, and texbem is an 1.x only instruction. No 1.x instruction forces us to enable the NV
+     * extension.
+     */
+    shader_addline(buffer, "SWZ TB, bumpenvmat%d, x, z, 0, 0;\n", reg_dest_code);
+    shader_addline(buffer, "DP3 TA.x, TB, %s;\n", src_reg);
+    shader_addline(buffer, "SWZ TB, bumpenvmat%d, y, w, 0, 0;\n", reg_dest_code);
+    shader_addline(buffer, "DP3 TA.y, TB, %s;\n", src_reg);
 
-        shader_hw_sample(ins, reg_dest_code, reg_coord, "TMP", FALSE, FALSE);
+    /* with projective textures, texbem only divides the static texture coord, not the displacement,
+     * so we can't let the GL handle this.
+     */
+    if (((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS]
+            & WINED3DTTFF_PROJECTED) {
+        shader_addline(buffer, "RCP TB.w, %s.w;\n", reg_coord);
+        shader_addline(buffer, "MUL TB.xy, %s, TB.w;\n", reg_coord);
+        shader_addline(buffer, "ADD TA.xy, TA, TB;\n");
+    } else {
+        shader_addline(buffer, "ADD TA.xy, TA, %s;\n", reg_coord);
+    }
 
-        if (ins->handler_idx == WINED3DSIH_TEXBEML && has_luminance)
-        {
-            shader_addline(buffer, "MAD TMP, T%u.z, luminance%d.x, luminance%d.y;\n",
-                           src, reg_dest_code, reg_dest_code);
-            shader_addline(buffer, "MUL %s, %s, TMP;\n", reg_coord, reg_coord);
-        }
+    shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
 
-    } else {
-        DWORD tf;
-        if(reg_dest_code < MAX_TEXTURES) {
-            tf = ((IWineD3DDeviceImpl*) This->baseShader.device)->stateBlock->textureState[reg_dest_code][WINED3DTSS_TEXTURETRANSFORMFLAGS];
-        } else {
-            tf = 0;
-        }
-        /* Without a bump matrix loaded, just sample with the unmodified coordinates */
-        shader_hw_sample(ins, reg_dest_code, reg_coord, reg_coord, tf & WINED3DTTFF_PROJECTED, FALSE);
+    if (ins->handler_idx == WINED3DSIH_TEXBEML)
+    {
+        /* No src swizzles are allowed, so this is ok */
+        shader_addline(buffer, "MAD TA, %s.z, luminance%d.x, luminance%d.y;\n",
+                       src_reg, reg_dest_code, reg_dest_code);
+        shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
     }
 }
 
 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
 {
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char src0_name[50];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char src0_name[50], dst_name[50];
+    BOOL is_color;
+    struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
 
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
-    shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
+    /* The next instruction will be a texm3x2tex or texm3x2depth that writes to the uninitialized
+     * T<reg+1> register. Use this register to store the calculated vector
+     */
+    tmp_reg.idx = reg + 1;
+    shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
+    shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
 }
 
 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
@@ -1259,27 +1950,42 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char dst_str[8];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char dst_str[50];
     char src0_name[50];
+    char dst_reg[50];
+    BOOL is_color;
+
+    /* We know that we're writing to the uninitialized T<reg> register, so use it for temporary storage */
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
 
-    sprintf(dst_str, "T%u", reg);
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
-    shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", reg, src0_name);
+    shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+    shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
 }
 
 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    char src0_name[50];
+    char src0_name[50], dst_name[50];
+    struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
+    BOOL is_color;
+
+    /* There are always 2 texm3x3pad instructions followed by one texm3x3[tex,vspec, ...] instruction, with
+     * incrementing ins->dst[0].register_idx numbers. So the pad instruction already knows the final destination
+     * register, and this register is uninitialized(otherwise the assembler complains that it is 'redeclared')
+     */
+    tmp_reg.idx = reg + 2 - current_state->current_row;
+    shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
 
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
-    shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
+    shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
+                   dst_name, 'x' + current_state->current_row, reg, src0_name);
     current_state->texcoord_w[current_state->current_row++] = reg;
 }
 
@@ -1289,18 +1995,20 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    char dst_str[8];
-    char src0_name[50];
+    char dst_str[50];
+    char src0_name[50], dst_name[50];
+    BOOL is_color;
 
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
-    shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
+    shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
 
     /* Sample the texture using the calculated coordinates */
-    sprintf(dst_str, "T%u", reg);
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+    shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
     current_state->current_row = 0;
 }
 
@@ -1310,33 +2018,39 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    char dst_str[8];
+    char dst_str[50];
     char src0_name[50];
+    char dst_reg[50];
+    BOOL is_color;
 
+    /* Get the dst reg without writemask strings. We know this register is uninitialized, so we can use all
+     * components for temporary data storage
+     */
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
-    shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
+    shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
 
     /* Construct the eye-ray vector from w coordinates */
-    shader_addline(buffer, "MOV TMP2.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
-    shader_addline(buffer, "MOV TMP2.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
-    shader_addline(buffer, "MOV TMP2.z, fragment.texcoord[%u].w;\n", reg);
+    shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
+    shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
+    shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
 
     /* Calculate reflection vector
      */
-    shader_addline(buffer, "DP3 TMP.w, TMP, TMP2;\n");
-    /* The .w is ignored when sampling, so I can use TMP2.w to calculate dot(N, N) */
-    shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
-    shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
-    shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
-    shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
-    shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -TMP2;\n");
+    shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
+    /* The .w is ignored when sampling, so I can use TB.w to calculate dot(N, N) */
+    shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
+    shader_addline(buffer, "RCP TB.w, TB.w;\n");
+    shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
+    shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
+    shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
 
     /* Sample the texture using the calculated coordinates */
-    sprintf(dst_str, "T%u", reg);
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+    shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
     current_state->current_row = 0;
 }
 
@@ -1347,51 +2061,53 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char dst_str[8];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char dst_str[50];
     char src0_name[50];
     char src1_name[50];
+    char dst_reg[50];
+    BOOL is_color;
 
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
     shader_arb_get_src_param(ins, &ins->src[0], 1, src1_name);
-    shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
+    /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
+    shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
 
     /* Calculate reflection vector.
      *
-     *               dot(N, E)
-     * TMP.xyz = 2 * --------- * N - E
-     *               dot(N, N)
+     *                   dot(N, E)
+     * dst_reg.xyz = 2 * --------- * N - E
+     *                   dot(N, N)
      *
      * Which normalizes the normal vector
      */
-    shader_addline(buffer, "DP3 TMP.w, TMP, %s;\n", src1_name);
-    shader_addline(buffer, "DP3 TMP2.w, TMP, TMP;\n");
-    shader_addline(buffer, "RCP TMP2.w, TMP2.w;\n");
-    shader_addline(buffer, "MUL TMP.w, TMP.w, TMP2.w;\n");
-    shader_addline(buffer, "MUL TMP, TMP.w, TMP;\n");
-    shader_addline(buffer, "MAD TMP, coefmul.x, TMP, -%s;\n", src1_name);
+    shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
+    shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
+    shader_addline(buffer, "RCP TC.w, TC.w;\n");
+    shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
+    shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
+    shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
 
     /* Sample the texture using the calculated coordinates */
-    sprintf(dst_str, "T%u", reg);
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
     flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
-    shader_hw_sample(ins, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
+    shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
     current_state->current_row = 0;
 }
 
 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
-    BOOL is_color;
 
     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
      * which is essentially an input, is the destination register because it is the first
      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
-     * here
+     * here(writemasks/swizzles are not valid on texdepth)
      */
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
+    shader_arb_get_dst_param(ins, dst, dst_name);
 
     /* According to the msdn, the source register(must be r5) is unusable after
      * the texdepth instruction, so we're free to modify it
@@ -1403,9 +2119,9 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
      */
     shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
-    shader_addline(buffer, "MUL TMP.x, %s.x, %s.y;\n", dst_name, dst_name);
-    shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
-    shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
+    shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
+    shader_addline(buffer, "MIN TA.x, TA.x, one.x;\n");
+    shader_addline(buffer, "MAX result.depth, TA.x, 0.0;\n");
 }
 
 /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
@@ -1413,17 +2129,17 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     DWORD sampler_idx = ins->dst[0].reg.idx;
     char src0[50];
-    char dst_str[8];
+    char dst_str[50];
 
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
-    shader_addline(buffer, "MOV TMP, 0.0;\n");
-    shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", sampler_idx, src0);
+    shader_addline(buffer, "MOV TB, 0.0;\n");
+    shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
 
-    sprintf(dst_str, "T%u", sampler_idx);
-    shader_hw_sample(ins, sampler_idx, dst_str, "TMP", FALSE /* Only one coord, can't be projected */, FALSE);
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
+    shader_hw_sample(ins, sampler_idx, dst_str, "TB", 0 /* Only one coord, can't be projected */, NULL, NULL);
 }
 
 /** Process the WINED3DSIO_TEXDP3 instruction in ARB:
@@ -1433,19 +2149,12 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
     char src0[50];
     char dst_str[50];
-    char dst_mask[6];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    BOOL is_color;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
 
     /* Handle output register */
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_mask);
-
+    shader_arb_get_dst_param(ins, dst, dst_str);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
-    shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->reg.idx, src0);
-
-    /* TODO: Handle output modifiers */
+    shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
 }
 
 /** Process the WINED3DSIO_TEXM3X3 instruction in ARB
@@ -1453,21 +2162,16 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    char dst_str[50];
-    char dst_mask[6];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char dst_str[50], dst_name[50];
     char src0[50];
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_str, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_mask);
-
+    shader_arb_get_dst_param(ins, dst, dst_str);
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
-    shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->reg.idx, src0);
-    shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
-
-    /* TODO: Handle output modifiers */
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
+    shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
+    shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
 }
 
 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in ARB:
@@ -1477,21 +2181,23 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
  */
 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    DWORD dst_reg = ins->dst[0].reg.idx;
-    char src0[50];
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    const struct wined3d_shader_dst_param *dst = &ins->dst[0];
+    char src0[50], dst_name[50];
+    BOOL is_color;
 
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0);
-    shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
+    shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
 
     /* How to deal with the special case dst_name.g == 0? if r != 0, then
      * the r * (1 / 0) will give infinity, which is clamped to 1.0, the correct
      * result. But if r = 0.0, then 0 * inf = 0, which is incorrect.
      */
-    shader_addline(buffer, "RCP TMP.y, TMP.y;\n");
-    shader_addline(buffer, "MUL TMP.x, TMP.x, TMP.y;\n");
-    shader_addline(buffer, "MIN TMP.x, TMP.x, one.x;\n");
-    shader_addline(buffer, "MAX result.depth, TMP.x, 0.0;\n");
+    shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
+    shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
+    shader_addline(buffer, "MIN %s.x, %s.x, one.x;\n", dst_name, dst_name);
+    shader_addline(buffer, "MAX result.depth, %s.x, 0.0;\n", dst_name);
 }
 
 /** Handles transforming all WINED3DSIO_M?x? opcodes for
@@ -1550,26 +2256,25 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
     }
 }
 
-static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
+static void shader_hw_scalar_op(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
-    const char *instruction, *sat;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    const char *instruction;
 
     char dst[50];
     char src[50];
 
     switch(ins->handler_idx)
     {
-        case WINED3DSIH_RSQ: instruction = "RSQ"; break;
-        case WINED3DSIH_RCP: instruction = "RCP"; break;
+        case WINED3DSIH_RSQ:  instruction = "RSQ"; break;
+        case WINED3DSIH_RCP:  instruction = "RCP"; break;
+        case WINED3DSIH_EXP:  instruction = "EX2"; break;
+        case WINED3DSIH_EXPP: instruction = "EXP"; break;
         default: instruction = "";
             FIXME("Unhandled opcode %#x\n", ins->handler_idx);
             break;
     }
 
-    if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) sat = "_SAT";
-    else sat = "";
-
     shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
     shader_arb_get_src_param(ins, &ins->src[0], 0, src);
     if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
@@ -1580,29 +2285,54 @@ static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
         strcat(src, ".w");
     }
 
-    shader_addline(buffer, "%s%s %s, %s;\n", instruction, sat, dst, src);
+    shader_addline(buffer, "%s%s %s, %s;\n", instruction, shader_arb_get_modifier(ins), dst, src);
 }
 
 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
 {
-    const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[50];
-    char dst_wmask[20];
-    BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
-    BOOL is_color;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
 
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_wmask);
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+    shader_arb_get_src_param(ins, &ins->src[0], 1 /* Use TB */, src_name);
 
-    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
-    shader_addline(buffer, "DP3 TMP, %s, %s;\n", src_name, src_name);
-    shader_addline(buffer, "RSQ TMP, TMP.x;\n");
-    /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
-    shader_addline(buffer, "MUL%s %s%s, %s, TMP;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
-                   src_name);
+    if(pshader && priv->target_version >= NV3)
+    {
+        shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
+    }
+    else
+    {
+        shader_addline(buffer, "DP3 TA, %s, %s;\n", src_name, src_name);
+        shader_addline(buffer, "RSQ TA, TA.x;\n");
+        /* dst.w = src[0].w * 1 / (src.x^2 + src.y^2 + src.z^2)^(1/2) according to msdn*/
+        shader_addline(buffer, "MUL%s %s, %s, TA;\n", shader_arb_get_modifier(ins), dst_name,
+                    src_name);
+    }
+}
+
+static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char dst_name[50];
+    char src_name[3][50];
+
+    /* ARB_fragment_program has a convenient LRP instruction */
+    if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
+        shader_hw_map2gl(ins);
+        return;
+    }
+
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name[0]);
+    shader_arb_get_src_param(ins, &ins->src[1], 1, src_name[1]);
+    shader_arb_get_src_param(ins, &ins->src[2], 2, src_name[2]);
+
+    shader_addline(buffer, "SUB TA, %s, %s;\n", src_name[1], src_name[2]);
+    shader_addline(buffer, "MAD%s %s, %s, TA, %s;\n", shader_arb_get_modifier(ins),
+                   dst_name, src_name[0], src_name[2]);
 }
 
 static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
@@ -1611,129 +2341,1868 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
      * must contain fixed constants. So we need a separate function to filter those constants and
      * can't use map2gl
      */
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_name[50];
-    char src_name[50];
-    char dst_wmask[20];
-    BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
+    char src_name0[50], src_name1[50], src_name2[50];
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-            dst->reg.idx, !!dst->reg.rel_addr, dst_name, &is_color);
-    shader_arb_get_write_mask(ins, dst, dst_wmask);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
+    if(shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) {
+        shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+        /* No modifiers are supported on SCS */
+        shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
 
-    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
-    shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
-                   src_name);
+        if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE)
+        {
+            shader_arb_get_register_name(ins, &dst->reg, src_name0, &is_color);
+            shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
+        }
+    } else if(priv->target_version >= NV2) {
+        shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
+
+        /* Sincos writemask must be .x, .y or .xy */
+        if(dst->write_mask & WINED3DSP_WRITEMASK_0)
+            shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
+        if(dst->write_mask & WINED3DSP_WRITEMASK_1)
+            shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
+    } else {
+        /* Approximate sine and cosine with a taylor series, as per math textbook. The application passes 8
+         * helper constants(D3DSINCOSCONST1 and D3DSINCOSCONST2) in src1 and src2.
+         *
+         * sin(x) = x - x^3/3! + x^5/5! - x^7/7! + ...
+         * cos(x) = 1 - x^2/2! + x^4/4! - x^6/6! + ...
+         *
+         * The constants we get are:
+         *
+         *  +1   +1,     -1     -1     +1      +1      -1       -1
+         *      ---- ,  ---- , ---- , ----- , ----- , ----- , ------
+         *      1!*2    2!*4   3!*8   4!*16   5!*32   6!*64   7!*128
+         *
+         * If used with x^2, x^3, x^4 etc they calculate sin(x/2) and cos(x/2):
+         *
+         * (x/2)^2 = x^2 / 4
+         * (x/2)^3 = x^3 / 8
+         * (x/2)^4 = x^4 / 16
+         * (x/2)^5 = x^5 / 32
+         * etc
+         *
+         * To get the final result:
+         * sin(x) = 2 * sin(x/2) * cos(x/2)
+         * cos(x) = cos(x/2)^2 - sin(x/2)^2
+         * (from sin(x+y) and cos(x+y) rules)
+         *
+         * As per MSDN, dst.z is undefined after the operation, and so is
+         * dst.x and dst.y if they're masked out by the writemask. Ie
+         * sincos dst.y, src1, c0, c1
+         * returns the sine in dst.y. dst.x and dst.z are undefined, dst.w is not touched. The assembler
+         * vsa.exe also stops with an error if the dest register is the same register as the source
+         * register. This means we can use dest.xyz as temporary storage. The assembler vsa.exe output also
+         * indicates that sincos consumes 8 instruction slots in vs_2_0(and, strangely, in vs_3_0).
+         */
+        shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
+        shader_arb_get_src_param(ins, &ins->src[2], 2, src_name2);
+        shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
+
+        shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0);  /* x ^ 2 */
+        shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0);           /* x ^ 3 */
+        shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0);           /* x ^ 4 */
+        shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0);           /* x ^ 5 */
+        shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0);           /* x ^ 6 */
+        shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0);           /* x ^ 7 */
+
+        /* sin(x/2)
+         *
+         * Unfortunately we don't get the constants in a DP4-capable form. Is there a way to
+         * properly merge that with MULs in the code above?
+         * The swizzles .yz and xw however fit into the .yzxw swizzle added to ps_2_0. Maybe
+         * we can merge the sine and cosine MAD rows to calculate them together.
+         */
+        shader_addline(buffer, "MUL TA.x, %s, %s.w;\n", src_name0, src_name2); /* x^1, +1/(1!*2) */
+        shader_addline(buffer, "MAD TA.x, TA.y, %s.x, TA.x;\n", src_name2); /* -1/(3!*8) */
+        shader_addline(buffer, "MAD TA.x, TA.z, %s.w, TA.x;\n", src_name1); /* +1/(5!*32) */
+        shader_addline(buffer, "MAD TA.x, TA.w, %s.x, TA.x;\n", src_name1); /* -1/(7!*128) */
+
+        /* cos(x/2) */
+        shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
+        shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
+        shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
+
+        if(dst->write_mask & WINED3DSP_WRITEMASK_0) {
+            /* cos x */
+            shader_addline(buffer, "MUL TA.z, TA.y, TA.y;\n");
+            shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
+        }
+        if(dst->write_mask & WINED3DSP_WRITEMASK_1) {
+            /* sin x */
+            shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
+            shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
+        }
+    }
 }
 
-static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
+static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
 {
-    GLuint program_id = 0;
-    const char *blt_vprogram =
-        "!!ARBvp1.0\n"
-        "PARAM c[1] = { { 1, 0.5 } };\n"
-        "MOV result.position, vertex.position;\n"
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char dst_name[50];
+    char src_name[50];
+    struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
+
+    /* SGN is only valid in vertex shaders */
+    if(ctx->target_version == NV2) {
+        shader_hw_map2gl(ins);
+        return;
+    }
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
+
+    /* If SRC > 0.0, -SRC < SRC = TRUE, otherwise false.
+     * if SRC < 0.0,  SRC < -SRC = TRUE. If neither is true, src = 0.0
+     */
+    if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) {
+        shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
+    } else {
+        /* src contains TA? Write to the dest first. This won't overwrite our destination.
+         * Then use TA, and calculate the final result
+         *
+         * Not reading from TA? Store the first result in TA to avoid overwriting the
+         * destination if src reg = dst reg
+         */
+        if(strstr(src_name, "TA"))
+        {
+            shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
+            shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
+            shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
+        }
+        else
+        {
+            shader_addline(buffer, "SLT TA, -%s, %s;\n", src_name, src_name);
+            shader_addline(buffer, "SLT %s,  %s, -%s;\n", dst_name, src_name, src_name);
+            shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
+        }
+    }
+}
+
+static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char src[50];
+    char dst[50];
+    char dst_name[50];
+    BOOL is_color;
+
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src);
+    shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
+
+    shader_addline(buffer, "DDY %s, %s;\n", dst, src);
+    shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);
+}
+
+static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
+{
+    *need_abs = FALSE;
+
+    switch(mod)
+    {
+        case WINED3DSPSM_NONE:      return WINED3DSPSM_ABS;
+        case WINED3DSPSM_NEG:       return WINED3DSPSM_ABS;
+        case WINED3DSPSM_BIAS:      *need_abs = TRUE; return WINED3DSPSM_BIAS;
+        case WINED3DSPSM_BIASNEG:   *need_abs = TRUE; return WINED3DSPSM_BIASNEG;
+        case WINED3DSPSM_SIGN:      *need_abs = TRUE; return WINED3DSPSM_SIGN;
+        case WINED3DSPSM_SIGNNEG:   *need_abs = TRUE; return WINED3DSPSM_SIGNNEG;
+        case WINED3DSPSM_COMP:      *need_abs = TRUE; return WINED3DSPSM_COMP;
+        case WINED3DSPSM_X2:        *need_abs = TRUE; return WINED3DSPSM_X2;
+        case WINED3DSPSM_X2NEG:     *need_abs = TRUE; return WINED3DSPSM_X2NEG;
+        case WINED3DSPSM_DZ:        *need_abs = TRUE; return WINED3DSPSM_DZ;
+        case WINED3DSPSM_DW:        *need_abs = TRUE; return WINED3DSPSM_DW;
+        case WINED3DSPSM_ABS:       return WINED3DSPSM_ABS;
+        case WINED3DSPSM_ABSNEG:    return WINED3DSPSM_ABS;
+    }
+    FIXME("Unknown modifier %u\n", mod);
+    return mod;
+}
+
+static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char src0[50], src1[50], dst[50];
+    struct wined3d_shader_src_param src0_copy = ins->src[0];
+    BOOL need_abs = FALSE;
+    const char *instr;
+    BOOL arg2 = FALSE;
+
+    switch(ins->handler_idx)
+    {
+        case WINED3DSIH_LOG:  instr = "LG2"; break;
+        case WINED3DSIH_LOGP: instr = "LOG"; break;
+        case WINED3DSIH_POW:  instr = "POW"; arg2 = TRUE; break;
+        default:
+            ERR("Unexpected instruction %d\n", ins->handler_idx);
+            return;
+    }
+
+    /* LOG, LOGP and POW operate on the absolute value of the input */
+    src0_copy.modifiers = abs_modifier(src0_copy.modifiers, &need_abs);
+
+    shader_arb_get_dst_param(ins, &ins->dst[0], dst);
+    shader_arb_get_src_param(ins, &src0_copy, 0, src0);
+    if(arg2) shader_arb_get_src_param(ins, &ins->src[1], 1, src1);
+
+    if(need_abs)
+    {
+        shader_addline(buffer, "ABS TA, %s;\n", src0);
+        if(arg2)
+        {
+            shader_addline(buffer, "%s%s %s, TA, %s;\n", instr, shader_arb_get_modifier(ins), dst, src1);
+        }
+        else
+        {
+            shader_addline(buffer, "%s%s %s, TA;\n", instr, shader_arb_get_modifier(ins), dst);
+        }
+    }
+    else if(arg2)
+    {
+        shader_addline(buffer, "%s%s %s, %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0, src1);
+    }
+    else
+    {
+        shader_addline(buffer, "%s%s %s, %s;\n", instr, shader_arb_get_modifier(ins), dst, src0);
+    }
+}
+
+static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char src_name[50];
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    /* src0 is aL */
+    shader_arb_get_src_param(ins, &ins->src[1], 0, src_name);
+
+    if(vshader)
+    {
+        struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+        struct list *e = list_head(&priv->control_frames);
+        struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+        if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
+        /* The constant loader makes sure to load -1 into iX.w */
+        shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
+        shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
+        shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
+    }
+    else
+    {
+        shader_addline(buffer, "LOOP %s;\n", src_name);
+    }
+}
+
+static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    char src_name[50];
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name);
+
+    /* The constant loader makes sure to load -1 into iX.w */
+    if(vshader)
+    {
+        struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+        struct list *e = list_head(&priv->control_frames);
+        struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+        if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
+
+        shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
+        shader_addline(buffer, "BRA loop_%u_end (LE.x);\n", control_frame->loop_no);
+        shader_addline(buffer, "loop_%u_start:\n", control_frame->loop_no);
+    }
+    else
+    {
+        shader_addline(buffer, "REP %s;\n", src_name);
+    }
+}
+
+static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    if(vshader)
+    {
+        struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+        struct list *e = list_head(&priv->control_frames);
+        struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+        shader_addline(buffer, "ARAC aL.xy, aL;\n");
+        shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
+        shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
+
+        if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
+    }
+    else
+    {
+        shader_addline(buffer, "ENDLOOP;\n");
+    }
+}
+
+static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    if(vshader)
+    {
+        struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+        struct list *e = list_head(&priv->control_frames);
+        struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+        shader_addline(buffer, "ARAC aL.xy, aL;\n");
+        shader_addline(buffer, "BRA loop_%u_start (GT.x);\n", control_frame->loop_no);
+        shader_addline(buffer, "loop_%u_end:\n", control_frame->loop_no);
+
+        if(priv->loop_depth > 1) shader_addline(buffer, "POPA aL;\n");
+    }
+    else
+    {
+        shader_addline(buffer, "ENDREP;\n");
+    }
+}
+
+static const struct control_frame *find_last_loop(const struct shader_arb_ctx_priv *priv)
+{
+    struct control_frame *control_frame;
+
+    LIST_FOR_EACH_ENTRY(control_frame, &priv->control_frames, struct control_frame, entry)
+    {
+        if(control_frame->type == LOOP || control_frame->type == REP) return control_frame;
+    }
+    ERR("Could not find loop for break\n");
+    return NULL;
+}
+
+static void shader_hw_break(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    if(vshader)
+    {
+        shader_addline(buffer, "BRA loop_%u_end;\n", control_frame->loop_no);
+    }
+    else
+    {
+        shader_addline(buffer, "BRK;\n");
+    }
+}
+
+static const char *get_compare(COMPARISON_TYPE flags)
+{
+    switch (flags)
+    {
+        case COMPARISON_GT: return "GT";
+        case COMPARISON_EQ: return "EQ";
+        case COMPARISON_GE: return "GE";
+        case COMPARISON_LT: return "LT";
+        case COMPARISON_NE: return "NE";
+        case COMPARISON_LE: return "LE";
+        default:
+            FIXME("Unrecognized comparison value: %u\n", flags);
+            return "(\?\?)";
+    }
+}
+
+static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
+{
+    switch (flags)
+    {
+        case COMPARISON_GT: return COMPARISON_LE;
+        case COMPARISON_EQ: return COMPARISON_NE;
+        case COMPARISON_GE: return COMPARISON_LT;
+        case COMPARISON_LT: return COMPARISON_GE;
+        case COMPARISON_NE: return COMPARISON_EQ;
+        case COMPARISON_LE: return COMPARISON_GT;
+        default:
+            FIXME("Unrecognized comparison value: %u\n", flags);
+            return -1;
+    }
+}
+
+static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+    const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
+    char src_name0[50];
+    char src_name1[50];
+    const char *comp = get_compare(ins->flags);
+
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
+    shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
+
+    if(vshader)
+    {
+        /* SUBC CC, src0, src1" works only in pixel shaders, so use TA to throw
+         * away the subtraction result
+         */
+        shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+        shader_addline(buffer, "BRA loop_%u_end (%s.x);\n", control_frame->loop_no, comp);
+    }
+    else
+    {
+        shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+        shader_addline(buffer, "BRK (%s.x);\n", comp);
+    }
+}
+
+static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    struct list *e = list_head(&priv->control_frames);
+    struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+    const char *comp;
+    char src_name0[50];
+    char src_name1[50];
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    shader_arb_get_src_param(ins, &ins->src[0], 0, src_name0);
+    shader_arb_get_src_param(ins, &ins->src[1], 1, src_name1);
+
+    if(vshader)
+    {
+        /* Invert the flag. We jump to the else label if the condition is NOT true */
+        comp = get_compare(invert_compare(ins->flags));
+        shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+        shader_addline(buffer, "BRA ifc_%u_else (%s.x);\n", control_frame->ifc_no, comp);
+    }
+    else
+    {
+        comp = get_compare(ins->flags);
+        shader_addline(buffer, "SUBC TA, %s, %s;\n", src_name0, src_name1);
+        shader_addline(buffer, "IF %s.x;\n", comp);
+    }
+}
+
+static void shader_hw_else(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    struct list *e = list_head(&priv->control_frames);
+    struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    if(vshader)
+    {
+        shader_addline(buffer, "BRA ifc_%u_endif;\n", control_frame->ifc_no);
+        shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
+        control_frame->had_else = TRUE;
+    }
+    else
+    {
+        shader_addline(buffer, "ELSE;\n");
+    }
+}
+
+static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    struct list *e = list_head(&priv->control_frames);
+    struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    if(vshader)
+    {
+        if(control_frame->had_else)
+        {
+            shader_addline(buffer, "ifc_%u_endif:\n", control_frame->ifc_no);
+        }
+        else
+        {
+            shader_addline(buffer, "#No else branch. else is endif\n");
+            shader_addline(buffer, "ifc_%u_else:\n", control_frame->ifc_no);
+        }
+    }
+    else
+    {
+        shader_addline(buffer, "ENDIF;\n");
+    }
+}
+
+static void shader_hw_texldd(const struct wined3d_shader_instruction *ins)
+{
+    DWORD sampler_idx = ins->src[1].reg.idx;
+    char reg_dest[40];
+    char reg_src[3][40];
+    DWORD flags = TEX_DERIV;
+
+    shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, reg_src[0]);
+    shader_arb_get_src_param(ins, &ins->src[2], 1, reg_src[1]);
+    shader_arb_get_src_param(ins, &ins->src[3], 2, reg_src[2]);
+
+    if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
+    if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
+
+    shader_hw_sample(ins, sampler_idx, reg_dest, reg_src[0], flags, reg_src[1], reg_src[2]);
+}
+
+static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
+{
+    DWORD sampler_idx = ins->src[1].reg.idx;
+    char reg_dest[40];
+    char reg_coord[40];
+    DWORD flags = TEX_LOD;
+
+    shader_arb_get_dst_param(ins, &ins->dst[0], reg_dest);
+    shader_arb_get_src_param(ins, &ins->src[0], 0, reg_coord);
+
+    if (ins->flags & WINED3DSI_TEXLD_PROJECT) flags |= TEX_PROJ;
+    if (ins->flags & WINED3DSI_TEXLD_BIAS) flags |= TEX_BIAS;
+
+    shader_hw_sample(ins, sampler_idx, reg_dest, reg_coord, flags, NULL, NULL);
+}
+
+static void shader_hw_label(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+    priv->in_main_func = FALSE;
+    /* Call instructions activate the NV extensions, not labels and rets. If there is an uncalled
+     * subroutine, don't generate a label that will make GL complain
+     */
+    if(priv->target_version == ARB) return;
+
+    shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
+}
+
+static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
+{
+    const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    unsigned int i;
+
+    /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
+     * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
+     * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
+     * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
+     */
+    if(args->super.fog_src == VS_FOG_Z) {
+        shader_addline(buffer, "MOV result.fogcoord, TMP_OUT.z;\n");
+    } else if (!reg_maps->fog) {
+        /* posFixup.x is always 1.0, so we can savely use it */
+        shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\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, but arb vs swizzles are too restricted for that.
+     */
+    shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
+    shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n");
+    shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n");
+
+    if(use_nv_clip(gl_info) && priv_ctx->target_version >= NV2)
+    {
+        for(i = 0; i < priv_ctx->vs_clipplanes; i++)
+        {
+            shader_addline(buffer, "DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n", i, i);
+        }
+    }
+    else if(args->boolclip.clip_control[0])
+    {
+        unsigned int cur_clip = 0;
+        char component[4] = {'x', 'y', 'z', 'w'};
+
+        for(i = 0; i < GL_LIMITS(clipplanes); i++)
+        {
+            if(args->boolclip.clip_control[1] & (1 << i))
+            {
+                shader_addline(buffer, "DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n",
+                               component[cur_clip++], i);
+            }
+        }
+        switch(cur_clip)
+        {
+            case 0:
+                shader_addline(buffer, "MOV TA, -helper_const.w;\n");
+                break;
+            case 1:
+                shader_addline(buffer, "MOV TA.yzw, -helper_const.w;\n");
+                break;
+            case 2:
+                shader_addline(buffer, "MOV TA.zw, -helper_const.w;\n");
+                break;
+            case 3:
+                shader_addline(buffer, "MOV TA.w, -helper_const.w;\n");
+                break;
+        }
+        shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
+                       args->boolclip.clip_control[0] - 1);
+    }
+
+    /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
+     * and the glsl equivalent
+     */
+    if(need_helper_const(gl_info)) {
+        shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
+    } else {
+        shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n");
+        shader_addline(buffer, "ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n");
+    }
+
+    shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
+
+    priv_ctx->footer_written = TRUE;
+}
+
+static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
+    BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
+
+    if(priv->target_version == ARB) return;
+
+    if(vshader)
+    {
+        if(priv->in_main_func) vshader_add_footer((IWineD3DVertexShaderImpl *) shader, buffer, priv->cur_vs_args, priv);
+    }
+
+    shader_addline(buffer, "RET;\n");
+}
+
+static void shader_hw_call(const struct wined3d_shader_instruction *ins)
+{
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
+}
+
+/* GL locking is done by the caller */
+static GLuint create_arb_blt_vertex_program(const struct wined3d_gl_info *gl_info)
+{
+    GLuint program_id = 0;
+    const char *blt_vprogram =
+        "!!ARBvp1.0\n"
+        "PARAM c[1] = { { 1, 0.5 } };\n"
+        "MOV result.position, vertex.position;\n"
         "MOV result.color, c[0].x;\n"
         "MOV result.texcoord[0], vertex.texcoord[0];\n"
         "END\n";
 
-    GL_EXTCALL(glGenProgramsARB(1, &program_id));
-    GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
-    GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
+    GL_EXTCALL(glGenProgramsARB(1, &program_id));
+    GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, program_id));
+    GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_vprogram), blt_vprogram));
+
+    if (glGetError() == GL_INVALID_OPERATION) {
+        GLint pos;
+        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
+        FIXME("Vertex program error at position %d: %s\n", pos,
+            debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+    }
+
+    return program_id;
+}
+
+/* GL locking is done by the caller */
+static GLuint create_arb_blt_fragment_program(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
+{
+    GLuint program_id = 0;
+    static const char * const blt_fprograms[tex_type_count] =
+    {
+        /* tex_1d */
+        NULL,
+        /* tex_2d */
+        "!!ARBfp1.0\n"
+        "TEMP R0;\n"
+        "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
+        "MOV result.depth.z, R0.x;\n"
+        "END\n",
+        /* tex_3d */
+        NULL,
+        /* tex_cube */
+        "!!ARBfp1.0\n"
+        "TEMP R0;\n"
+        "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
+        "MOV result.depth.z, R0.x;\n"
+        "END\n",
+        /* tex_rect */
+        "!!ARBfp1.0\n"
+        "TEMP R0;\n"
+        "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
+        "MOV result.depth.z, R0.x;\n"
+        "END\n",
+    };
+
+    if (!blt_fprograms[tex_type])
+    {
+        FIXME("tex_type %#x not supported\n", tex_type);
+        tex_type = tex_2d;
+    }
+
+    GL_EXTCALL(glGenProgramsARB(1, &program_id));
+    GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
+    GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
+
+    if (glGetError() == GL_INVALID_OPERATION) {
+        GLint pos;
+        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
+        FIXME("Fragment program error at position %d: %s\n", pos,
+            debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+    }
+
+    return program_id;
+}
+
+static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
+        const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
+{
+    /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
+
+    if(condcode)
+    {
+        /* Sigh. MOVC CC doesn't work, so use one of the temps as dummy dest */
+        shader_addline(buffer, "SUBC %s, %s.x, srgb_consts1.y;\n", tmp1, fragcolor);
+        /* Calculate the > 0.0031308 case */
+        shader_addline(buffer, "POW %s.x (GE), %s.x, srgb_consts1.z;\n", fragcolor, fragcolor);
+        shader_addline(buffer, "POW %s.y (GE), %s.y, srgb_consts1.z;\n", fragcolor, fragcolor);
+        shader_addline(buffer, "POW %s.z (GE), %s.z, srgb_consts1.z;\n", fragcolor, fragcolor);
+        shader_addline(buffer, "MUL %s.xyz (GE), %s, srgb_consts1.w;\n", fragcolor, fragcolor);
+        shader_addline(buffer, "SUB %s.xyz (GE), %s, srgb_consts2.x;\n", fragcolor, fragcolor);
+        /* Calculate the < case */
+        shader_addline(buffer, "MUL %s.xyz (LT), srgb_consts1.x, %s;\n", fragcolor, fragcolor);
+    }
+    else
+    {
+        /* Calculate the > 0.0031308 case */
+        shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
+        shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
+        shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
+        shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
+        shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
+        /* Calculate the < case */
+        shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
+        /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
+        shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
+        shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
+        /* Store the components > 0.0031308 in the destination */
+        shader_addline(buffer, "MUL %s.xyz, %s, %s;\n", fragcolor, tmp1, tmp3);
+        /* Add the components that are < 0.0031308 */
+        shader_addline(buffer, "MAD %s.xyz, %s, %s, %s;\n", fragcolor, tmp2, tmp4, fragcolor);
+        /* Move everything into result.color at once. Nvidia hardware cannot handle partial
+        * result.color writes(.rgb first, then .a), or handle overwriting already written
+        * components. The assembler uses a temporary register in this case, which is usually
+        * not allocated from one of our registers that were used earlier.
+        */
+    }
+    shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
+    /* [0.0;1.0] clamping. Not needed, this is done implicitly */
+}
+
+static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD idx)
+{
+    const local_constant *constant;
+
+    LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
+    {
+        if (constant->idx == idx)
+        {
+            return constant->value;
+        }
+    }
+    return NULL;
+}
+
+static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
+                          struct shader_arb_ctx_priv *priv)
+{
+    const char *texcoords[8] =
+    {
+        "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
+        "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
+    };
+    unsigned int i;
+    const struct wined3d_shader_signature_element *sig = This->input_signature;
+    const char *semantic_name;
+    DWORD semantic_idx;
+
+    switch(args->super.vp_mode)
+    {
+        case pretransformed:
+        case fixedfunction:
+            /* The pixelshader has to collect the varyings on its own. In any case properly load
+             * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
+             * other attribs to 0.0.
+             *
+             * For fixedfunction this behavior is correct, according to the tests. For pretransformed
+             * we'd either need a replacement shader that can load other attribs like BINORMAL, or
+             * load the texcoord attrib pointers to match the pixel shader signature
+             */
+            for(i = 0; i < MAX_REG_INPUT; i++)
+            {
+                semantic_name = sig[i].semantic_name;
+                semantic_idx = sig[i].semantic_idx;
+                if(semantic_name == NULL) continue;
+
+                if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+                {
+                    if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
+                    else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
+                    else priv->ps_input[i] = "0.0";
+                }
+                else if(args->super.vp_mode == fixedfunction)
+                {
+                    priv->ps_input[i] = "0.0";
+                }
+                else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+                {
+                    if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
+                    else priv->ps_input[i] = "0.0";
+                }
+                else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+                {
+                    if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
+                    else priv->ps_input[i] = "0.0";
+                }
+                else
+                {
+                    priv->ps_input[i] = "0.0";
+                }
+
+                TRACE("v%u, semantic %s%u is %s\n", i, semantic_name, semantic_idx, priv->ps_input[i]);
+            }
+            break;
+
+        case vertexshader:
+            /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
+             * fragment.color
+             */
+            for(i = 0; i < 8; i++)
+            {
+                priv->ps_input[i] = texcoords[i];
+            }
+            priv->ps_input[8] = "fragment.color.primary";
+            priv->ps_input[9] = "fragment.color.secondary";
+            break;
+    }
+}
+
+/* GL locking is done by the caller */
+static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
+{
+    const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+    CONST DWORD *function = This->baseShader.function;
+    const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
+    const local_constant *lconst;
+    GLuint retval;
+    char fragcolor[16];
+    DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This), next_local, cur;
+    struct shader_arb_ctx_priv priv_ctx;
+    BOOL dcl_tmp = args->super.srgb_correction, dcl_td = FALSE;
+    BOOL want_nv_prog = FALSE;
+    struct arb_pshader_private *shader_priv = This->backend_priv;
+    DWORD map;
+
+    char srgbtmp[4][4];
+    unsigned int i, found = 0;
+
+    for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)
+                || (This->color0_mov && i == This->color0_reg)
+                || (reg_maps->shader_version.major < 2 && i == 0))
+            continue;
+
+        sprintf(srgbtmp[found], "R%u", i);
+        ++found;
+        if (found == 4) break;
+    }
+
+    switch(found) {
+        case 4: dcl_tmp = FALSE; break;
+        case 0:
+            sprintf(srgbtmp[0], "TA");
+            sprintf(srgbtmp[1], "TB");
+            sprintf(srgbtmp[2], "TC");
+            sprintf(srgbtmp[3], "TD");
+            dcl_td = TRUE;
+            break;
+        case 1:
+            sprintf(srgbtmp[1], "TA");
+            sprintf(srgbtmp[2], "TB");
+            sprintf(srgbtmp[3], "TC");
+            break;
+        case 2:
+            sprintf(srgbtmp[2], "TA");
+            sprintf(srgbtmp[3], "TB");
+            break;
+        case 3:
+            sprintf(srgbtmp[3], "TA");
+            break;
+    }
+
+    /*  Create the hw ARB shader */
+    memset(&priv_ctx, 0, sizeof(priv_ctx));
+    priv_ctx.cur_ps_args = args;
+    priv_ctx.compiled_fprog = compiled;
+    priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
+    init_ps_input(This, args, &priv_ctx);
+    list_init(&priv_ctx.control_frames);
+
+    /* Avoid enabling NV_fragment_program* if we do not need it.
+     *
+     * Enabling GL_NV_fragment_program_option causes the driver to occupy a temporary register,
+     * and it slows down the shader execution noticeably(about 5%). Usually our instruction emulation
+     * is faster than what we gain from using higher native instructions. There are some things though
+     * that cannot be emulated. In that case enable the extensions.
+     * If the extension is enabled, instruction handlers that support both ways will use it.
+     *
+     * Testing shows no performance difference between OPTION NV_fragment_program2 and NV_fragment_program.
+     * So enable the best we can get.
+     */
+    if(reg_maps->usesdsx || reg_maps->usesdsy || reg_maps->loop_depth > 0 || reg_maps->usestexldd ||
+       reg_maps->usestexldl || reg_maps->usesfacing || reg_maps->usesifc || reg_maps->usescall)
+    {
+        want_nv_prog = TRUE;
+    }
+
+    shader_addline(buffer, "!!ARBfp1.0\n");
+    if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM2)) {
+        shader_addline(buffer, "OPTION NV_fragment_program2;\n");
+        priv_ctx.target_version = NV3;
+    } else if(want_nv_prog && GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION)) {
+        shader_addline(buffer, "OPTION NV_fragment_program;\n");
+        priv_ctx.target_version = NV2;
+    } else {
+        if(want_nv_prog)
+        {
+            /* This is an error - either we're advertising the wrong shader version, or aren't enforcing some
+             * limits properly
+             */
+            ERR("The shader requires instructions that are not available in plain GL_ARB_fragment_program\n");
+            ERR("Try GLSL\n");
+        }
+        priv_ctx.target_version = ARB;
+    }
+
+    if(This->baseShader.reg_maps.highest_render_target > 0)
+    {
+        shader_addline(buffer, "OPTION ARB_draw_buffers;\n");
+    }
+
+    if (reg_maps->shader_version.major < 3)
+    {
+        switch(args->super.fog) {
+            case FOG_OFF:
+                break;
+            case FOG_LINEAR:
+                shader_addline(buffer, "OPTION ARB_fog_linear;\n");
+                break;
+            case FOG_EXP:
+                shader_addline(buffer, "OPTION ARB_fog_exp;\n");
+                break;
+            case FOG_EXP2:
+                shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
+                break;
+        }
+    }
+
+    /* For now always declare the temps. At least the Nvidia assembler optimizes completely
+     * unused temps away(but occupies them for the whole shader if they're used once). Always
+     * declaring them avoids tricky bookkeeping work
+     */
+    shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
+    shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
+    shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
+    if(dcl_td) shader_addline(buffer, "TEMP TD;\n"); /* Used for sRGB writing */
+    shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
+    shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
+    shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
+
+    if (reg_maps->shader_version.major < 2)
+    {
+        strcpy(fragcolor, "R0");
+    } else {
+        if(args->super.srgb_correction) {
+            if(This->color0_mov) {
+                sprintf(fragcolor, "R%u", This->color0_reg);
+            } else {
+                shader_addline(buffer, "TEMP TMP_COLOR;\n");
+                strcpy(fragcolor, "TMP_COLOR");
+            }
+        } else {
+            strcpy(fragcolor, "result.color");
+        }
+    }
+
+    if(args->super.srgb_correction) {
+        shader_addline(buffer, "PARAM srgb_consts1 = {%f, %f, %f, %f};\n",
+                       srgb_mul_low, srgb_cmp, srgb_pow, srgb_mul_high);
+        shader_addline(buffer, "PARAM srgb_consts2 = {%f, %f, %f, %f};\n",
+                       srgb_sub_high, 0.0, 0.0, 0.0);
+    }
+
+    /* Base Declarations */
+    next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
+            lconst_map, NULL, &priv_ctx);
+
+    for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)) continue;
+
+        cur = compiled->numbumpenvmatconsts;
+        compiled->bumpenvmatconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
+        compiled->bumpenvmatconst[cur].texunit = i;
+        compiled->luminanceconst[cur].const_num = WINED3D_CONST_NUM_UNUSED;
+        compiled->luminanceconst[cur].texunit = i;
+
+        /* We can fit the constants into the constant limit for sure because texbem, texbeml, bem and beml are only supported
+         * in 1.x shaders, and GL_ARB_fragment_program has a constant limit of 24 constants. So in the worst case we're loading
+         * 8 shader constants, 8 bump matrices and 8 luminance parameters and are perfectly fine. (No NP2 fixup on bumpmapped
+         * textures due to conditional NP2 restrictions)
+         *
+         * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of
+         * shaders in newer shader models. Since the bump env parameters have to share their space with NP2 fixup constants,
+         * their location is shader dependent anyway and they cannot be loaded globally.
+         */
+        compiled->bumpenvmatconst[cur].const_num = next_local++;
+        shader_addline(buffer, "PARAM bumpenvmat%d = program.local[%d];\n",
+                       i, compiled->bumpenvmatconst[cur].const_num);
+        compiled->numbumpenvmatconsts = cur + 1;
+
+        if (!(reg_maps->luminanceparams & (1 << i))) continue;
+
+        compiled->luminanceconst[cur].const_num = next_local++;
+        shader_addline(buffer, "PARAM luminance%d = program.local[%d];\n",
+                       i, compiled->luminanceconst[cur].const_num);
+    }
+
+    for(i = 0; i < MAX_CONST_I; i++)
+    {
+        compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
+        if (reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
+        {
+            const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
+
+            if(control_values)
+            {
+                shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
+                                control_values[0], control_values[1], control_values[2]);
+            }
+            else
+            {
+                compiled->int_consts[i] = next_local;
+                compiled->num_int_consts++;
+                shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
+            }
+        }
+    }
+
+    if(reg_maps->vpos || reg_maps->usesdsy)
+    {
+        compiled->ycorrection = next_local;
+        shader_addline(buffer, "PARAM ycorrection = program.local[%u];\n", next_local++);
+
+        if(reg_maps->vpos)
+        {
+            shader_addline(buffer, "TEMP vpos;\n");
+            /* ycorrection.x: Backbuffer height(onscreen) or 0(offscreen).
+             * ycorrection.y: -1.0(onscreen), 1.0(offscreen)
+             * ycorrection.z: 1.0
+             * ycorrection.w: 0.0
+             */
+            shader_addline(buffer, "MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n");
+            shader_addline(buffer, "FLR vpos.xy, vpos;\n");
+        }
+    }
+    else
+    {
+        compiled->ycorrection = WINED3D_CONST_NUM_UNUSED;
+    }
+
+    /* Load constants to fixup NP2 texcoords if there are still free constants left:
+     * Constants (texture dimensions) for the NP2 fixup are loaded as local program parameters. This will consume
+     * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
+     * use 16 NP2 textures at the same time. In case that we run out of constants the fixup is simply not
+     * applied / activated. This will probably result in wrong rendering of the texture, but will save us from
+     * shader compilation errors and the subsequent errors when drawing with this shader. */
+    if (priv_ctx.cur_ps_args->super.np2_fixup) {
+
+        struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
+        const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
+        const UINT max_lconsts = gl_info->ps_arb_max_local_constants;
+
+        fixup->offset = next_local;
+        fixup->super.active = 0;
+
+        cur = 0;
+        for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
+            if (!(map & (1 << i))) continue;
+
+            if (fixup->offset + (cur >> 1) < max_lconsts) {
+                fixup->super.active |= (1 << i);
+                fixup->super.idx[i] = cur++;
+            } else {
+                FIXME("No free constant found to load NP2 fixup data into shader. "
+                      "Sampling from this texture will probably look wrong.\n");
+                break;
+            }
+        }
+
+        fixup->super.num_consts = (cur + 1) >> 1;
+        if (fixup->super.num_consts) {
+            shader_addline(buffer, "PARAM np2fixup[%u] = { program.env[%u..%u] };\n",
+                           fixup->super.num_consts, fixup->offset, fixup->super.num_consts + fixup->offset - 1);
+        }
+
+        next_local += fixup->super.num_consts;
+    }
+
+    if (shader_priv->clipplane_emulation != ~0U)
+    {
+        shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
+    }
+
+    /* Base Shader Body */
+    shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
+
+    if(args->super.srgb_correction) {
+        arbfp_add_sRGB_correction(buffer, fragcolor, srgbtmp[0], srgbtmp[1], srgbtmp[2], srgbtmp[3],
+                                  priv_ctx.target_version >= NV2);
+    } else if(reg_maps->shader_version.major < 2) {
+        shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
+    }
+    shader_addline(buffer, "END\n");
+
+    /* TODO: change to resource.glObjectHandle or something like that */
+    GL_EXTCALL(glGenProgramsARB(1, &retval));
+
+    TRACE("Creating a hw pixel shader, prg=%d\n", retval);
+    GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
+
+    TRACE("Created hw pixel shader, prg=%d\n", retval);
+    /* Create the program and check for errors */
+    GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+               buffer->bsize, buffer->buffer));
+
+    if (glGetError() == GL_INVALID_OPERATION) {
+        GLint errPos;
+        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
+        FIXME("HW PixelShader Error at position %d: %s\n",
+              errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+        retval = 0;
+    }
+
+    /* Load immediate constants */
+    if(lconst_map) {
+        LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+            const float *value = (const float *)lconst->value;
+            GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
+            checkGLcall("glProgramLocalParameter4fvARB");
+        }
+        HeapFree(GetProcessHeap(), 0, lconst_map);
+    }
+
+    return retval;
+}
+
+static int compare_sig(const struct wined3d_shader_signature_element *sig1, const struct wined3d_shader_signature_element *sig2)
+{
+    unsigned int i;
+    int ret;
+
+    for(i = 0; i < MAX_REG_INPUT; i++)
+    {
+        if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
+        {
+            /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
+            if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
+            continue;
+        }
+
+        ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
+        if(ret != 0) return ret;
+        if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
+        if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
+        if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].sysval_semantic < sig2[i].component_type  ? -1 : 1;
+        if(sig1[i].register_idx    != sig2[i].register_idx)    return sig1[i].register_idx    < sig2[i].register_idx    ? -1 : 1;
+        if(sig1[i].mask            != sig2->mask)              return sig1[i].mask            < sig2[i].mask            ? -1 : 1;
+    }
+    return 0;
+}
+
+static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_shader_signature_element *sig)
+{
+    struct wined3d_shader_signature_element *new;
+    int i;
+    char *name;
+
+    new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
+    for(i = 0; i < MAX_REG_INPUT; i++)
+    {
+        if(sig[i].semantic_name == NULL)
+        {
+            continue;
+        }
+
+        new[i] = sig[i];
+        /* Clone the semantic string */
+        name = HeapAlloc(GetProcessHeap(), 0, strlen(sig[i].semantic_name) + 1);
+        strcpy(name, sig[i].semantic_name);
+        new[i].semantic_name = name;
+    }
+    return new;
+}
+
+static DWORD find_input_signature(struct shader_arb_priv *priv, const struct wined3d_shader_signature_element *sig)
+{
+    struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
+    struct ps_signature *found_sig;
+
+    if(entry != NULL)
+    {
+        found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
+        TRACE("Found existing signature %u\n", found_sig->idx);
+        return found_sig->idx;
+    }
+    found_sig = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*sig));
+    found_sig->sig = clone_sig(sig);
+    found_sig->idx = priv->ps_sig_number++;
+    TRACE("New signature stored and assigned number %u\n", found_sig->idx);
+    if(wine_rb_put(&priv->signature_tree, sig, &found_sig->entry) == -1)
+    {
+        ERR("Failed to insert program entry.\n");
+    }
+    return found_sig->idx;
+}
+
+static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_num, struct shader_arb_ctx_priv *priv_ctx,
+                                  struct arb_vs_compiled_shader *compiled)
+{
+    unsigned int i, j;
+    static const char *texcoords[8] =
+    {
+        "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
+        "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
+    };
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
+    const struct wined3d_shader_signature_element *sig;
+    const char *semantic_name;
+    DWORD semantic_idx, reg_idx;
+
+    /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
+     * and varying 9 to result.color.secondary
+     */
+    const char *decl_idx_to_string[MAX_REG_INPUT] =
+    {
+        texcoords[0], texcoords[1], texcoords[2], texcoords[3],
+        texcoords[4], texcoords[5], texcoords[6], texcoords[7],
+        "result.color.primary", "result.color.secondary"
+    };
+
+    if(sig_num == ~0)
+    {
+        TRACE("Pixel shader uses builtin varyings\n");
+        /* Map builtins to builtins */
+        for(i = 0; i < 8; i++)
+        {
+            priv_ctx->texcrd_output[i] = texcoords[i];
+        }
+        priv_ctx->color_output[0] = "result.color.primary";
+        priv_ctx->color_output[1] = "result.color.secondary";
+        priv_ctx->fog_output = "result.fogcoord";
+
+        /* Map declared regs to builtins. Use "TA" to /dev/null unread output */
+        for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
+        {
+            semantic_name = shader->output_signature[i].semantic_name;
+            if(semantic_name == NULL) continue;
+
+            if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
+            {
+                TRACE("o%u is TMP_OUT\n", i);
+                if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
+                else priv_ctx->vs_output[i] = "TA";
+            }
+            else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
+            {
+                TRACE("o%u is result.pointsize\n", i);
+                if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
+                else priv_ctx->vs_output[i] = "TA";
+            }
+            else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+            {
+                TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
+                if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
+                else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
+                else priv_ctx->vs_output[i] = "TA";
+            }
+            else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+            {
+                TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
+                if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
+                else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
+            }
+            else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+            {
+                TRACE("o%u is result.fogcoord\n", i);
+                if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
+                else priv_ctx->vs_output[i] = "result.fogcoord";
+            }
+            else
+            {
+                priv_ctx->vs_output[i] = "TA";
+            }
+        }
+        return;
+    }
+
+    /* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
+     * Its maybe not the shader where the signature came from, but it is the same signature and faster to find
+     */
+    sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
+    TRACE("Pixel shader uses declared varyings\n");
+
+    /* Map builtin to declared. /dev/null the results by default to the TA temp reg */
+    for(i = 0; i < 8; i++)
+    {
+        priv_ctx->texcrd_output[i] = "TA";
+    }
+    priv_ctx->color_output[0] = "TA";
+    priv_ctx->color_output[1] = "TA";
+    priv_ctx->fog_output = "TA";
+
+    for(i = 0; i < MAX_REG_INPUT; i++)
+    {
+        semantic_name = sig[i].semantic_name;
+        semantic_idx = sig[i].semantic_idx;
+        reg_idx = sig[i].register_idx;
+        if(semantic_name == NULL) continue;
+
+        /* If a declared input register is not written by builtin arguments, don't write to it.
+         * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
+         *
+         * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
+         * to TMP_OUT in any case
+         */
+        if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
+        {
+            if(semantic_idx < 8) priv_ctx->texcrd_output[semantic_idx] = decl_idx_to_string[reg_idx];
+        }
+        else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
+        {
+            if(semantic_idx < 2) priv_ctx->color_output[semantic_idx] = decl_idx_to_string[reg_idx];
+        }
+        else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
+        {
+            if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
+        }
+        else
+        {
+            continue;
+        }
+
+        if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
+           strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
+        {
+            compiled->need_color_unclamp = TRUE;
+        }
+    }
+
+    /* Map declared to declared */
+    for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
+    {
+        /* Write unread output to TA to throw them away */
+        priv_ctx->vs_output[i] = "TA";
+        semantic_name = shader->output_signature[i].semantic_name;
+        if(semantic_name == NULL)
+        {
+            continue;
+        }
+
+        if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
+           shader->output_signature[i].semantic_idx == 0)
+        {
+            priv_ctx->vs_output[i] = "TMP_OUT";
+            continue;
+        }
+        else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
+           shader->output_signature[i].semantic_idx == 0)
+        {
+            priv_ctx->vs_output[i] = "result.pointsize";
+            continue;
+        }
+
+        for(j = 0; j < MAX_REG_INPUT; j++)
+        {
+            if(sig[j].semantic_name == NULL)
+            {
+                continue;
+            }
+
+            if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
+               sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
+            {
+                priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
+
+                if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
+                   strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
+                {
+                    compiled->need_color_unclamp = TRUE;
+                }
+            }
+        }
+    }
+}
+
+/* GL locking is done by the caller */
+static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
+{
+    const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+    CONST DWORD *function = This->baseShader.function;
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    const local_constant *lconst;
+    GLuint ret;
+    DWORD next_local, *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
+    struct shader_arb_ctx_priv priv_ctx;
+    unsigned int i;
+
+    memset(&priv_ctx, 0, sizeof(priv_ctx));
+    priv_ctx.cur_vs_args = args;
+    list_init(&priv_ctx.control_frames);
+    init_output_registers(This, args->ps_signature, &priv_ctx, compiled);
+
+    /*  Create the hw ARB shader */
+    shader_addline(buffer, "!!ARBvp1.0\n");
+
+    /* Always enable the NV extension if available. Unlike fragment shaders, there is no
+     * mesurable performance penalty, and we can always make use of it for clipplanes.
+     */
+    if(GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
+        shader_addline(buffer, "OPTION NV_vertex_program3;\n");
+        priv_ctx.target_version = NV3;
+        shader_addline(buffer, "ADDRESS aL;\n");
+    } else if(GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) {
+        shader_addline(buffer, "OPTION NV_vertex_program2;\n");
+        priv_ctx.target_version = NV2;
+        shader_addline(buffer, "ADDRESS aL;\n");
+    } else {
+        priv_ctx.target_version = ARB;
+    }
+
+    shader_addline(buffer, "TEMP TMP_OUT;\n");
+    if(need_helper_const(gl_info)) {
+        shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
+    }
+    if(need_mova_const((IWineD3DBaseShader *) This, gl_info)) {
+        shader_addline(buffer, "PARAM mova_const = { 0.5, 0.0, 2.0, 1.0 };\n");
+        shader_addline(buffer, "TEMP A0_SHADOW;\n");
+    }
+
+    shader_addline(buffer, "TEMP TA;\n");
+
+    /* Base Declarations */
+    next_local = shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION,
+            lconst_map, &priv_ctx.vs_clipplanes, &priv_ctx);
+
+    for(i = 0; i < MAX_CONST_I; i++)
+    {
+        compiled->int_consts[i] = WINED3D_CONST_NUM_UNUSED;
+        if(reg_maps->integer_constants & (1 << i) && priv_ctx.target_version >= NV2)
+        {
+            const DWORD *control_values = find_loop_control_values((IWineD3DBaseShaderImpl *) This, i);
+
+            if(control_values)
+            {
+                shader_addline(buffer, "PARAM I%u = {%u, %u, %u, -1};\n", i,
+                                control_values[0], control_values[1], control_values[2]);
+            }
+            else
+            {
+                compiled->int_consts[i] = next_local;
+                compiled->num_int_consts++;
+                shader_addline(buffer, "PARAM I%u = program.local[%u];\n", i, next_local++);
+            }
+        }
+    }
+
+    /* We need a constant to fixup the final position */
+    shader_addline(buffer, "PARAM posFixup = program.local[%u];\n", next_local);
+    compiled->pos_fixup = next_local++;
+
+    /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
+     * for output parameters. D3D in theory does not do that either, but some applications depend on a
+     * proper initialization of the secondary color, and programs using the fixed function pipeline without
+     * a replacement shader depend on the texcoord.w being set properly.
+     *
+     * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
+     * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
+     * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
+     * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
+     * this can eat a number of instructions, so skip it unless this cap is set as well
+     */
+    if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
+        shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
+
+        if ((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !device->frag_pipe->ffp_proj_control)
+        {
+            int i;
+            for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
+                if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
+                This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
+                    shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
+                }
+            }
+        }
+    }
+
+    /* The shader starts with the main function */
+    priv_ctx.in_main_func = TRUE;
+    /* Base Shader Body */
+    shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
+
+    if(!priv_ctx.footer_written) vshader_add_footer(This, buffer, args, &priv_ctx);
+
+    shader_addline(buffer, "END\n");
+
+    /* TODO: change to resource.glObjectHandle or something like that */
+    GL_EXTCALL(glGenProgramsARB(1, &ret));
+
+    TRACE("Creating a hw vertex shader, prg=%d\n", ret);
+    GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
+
+    TRACE("Created hw vertex shader, prg=%d\n", ret);
+    /* Create the program and check for errors */
+    GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+               buffer->bsize, buffer->buffer));
 
     if (glGetError() == GL_INVALID_OPERATION) {
-        GLint pos;
-        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
-        FIXME("Vertex program error at position %d: %s\n", pos,
-            debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+        GLint errPos;
+        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
+        FIXME("HW VertexShader Error at position %d: %s\n",
+              errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+        ret = -1;
+    } else {
+        /* Load immediate constants */
+        if(lconst_map) {
+            LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
+                const float *value = (const float *)lconst->value;
+                GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
+            }
+        }
     }
+    HeapFree(GetProcessHeap(), 0, lconst_map);
 
-    return program_id;
+    return ret;
 }
 
-static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
+/* GL locking is done by the caller */
+static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct arb_ps_compile_args *args)
 {
-    GLuint program_id = 0;
-    static const char * const blt_fprograms[tex_type_count] =
+    UINT i;
+    DWORD new_size;
+    struct arb_ps_compiled_shader *new_array;
+    struct wined3d_shader_buffer buffer;
+    struct arb_pshader_private *shader_data;
+    GLuint ret;
+
+    if(!shader->backend_priv) {
+        IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
+        const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+        struct shader_arb_priv *priv = device->shader_priv;
+
+        shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+        shader_data = shader->backend_priv;
+        shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
+
+        if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
+        else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
+
+        shader_data->has_signature_idx = TRUE;
+        TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
+
+        if (!device->vs_clipping)
+            shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
+                    GL_LIMITS(texture_stages) - 1);
+        else
+            shader_data->clipplane_emulation = ~0U;
+    }
+    shader_data = shader->backend_priv;
+
+    /* 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) {
+            return &shader_data->gl_shaders[i];
+        }
+    }
+
+    TRACE("No matching GL shader found, compiling a new shader\n");
+    if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+        if (shader_data->num_gl_shaders)
+        {
+            new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+            new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
+                                    new_size * sizeof(*shader_data->gl_shaders));
+        } else {
+            new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
+            new_size = 1;
+        }
+
+        if(!new_array) {
+            ERR("Out of memory\n");
+            return 0;
+        }
+        shader_data->gl_shaders = new_array;
+        shader_data->shader_array_size = new_size;
+    }
+
+    shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+    pixelshader_update_samplers(&shader->baseShader.reg_maps,
+            ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
+
+    if (!shader_buffer_init(&buffer))
     {
-        /* tex_1d */
-        NULL,
-        /* tex_2d */
-        "!!ARBfp1.0\n"
-        "TEMP R0;\n"
-        "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
-        "MOV result.depth.z, R0.x;\n"
-        "END\n",
-        /* tex_3d */
-        NULL,
-        /* tex_cube */
-        "!!ARBfp1.0\n"
-        "TEMP R0;\n"
-        "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
-        "MOV result.depth.z, R0.x;\n"
-        "END\n",
-        /* tex_rect */
-        "!!ARBfp1.0\n"
-        "TEMP R0;\n"
-        "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
-        "MOV result.depth.z, R0.x;\n"
-        "END\n",
-    };
+        ERR("Failed to initialize shader buffer.\n");
+        return 0;
+    }
 
-    if (!blt_fprograms[tex_type])
+    ret = shader_arb_generate_pshader(shader, &buffer, args,
+                                      &shader_data->gl_shaders[shader_data->num_gl_shaders]);
+    shader_buffer_free(&buffer);
+    shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
+
+    return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
+}
+
+static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const struct arb_vs_compile_args *new,
+                                 const DWORD use_map, BOOL skip_int) {
+    if((stored->super.swizzle_map & use_map) != new->super.swizzle_map) return FALSE;
+    if(stored->super.fog_src != new->super.fog_src) return FALSE;
+    if(stored->boolclip_compare != new->boolclip_compare) return FALSE;
+    if(stored->ps_signature != new->ps_signature) return FALSE;
+    if(stored->vertex_samplers_compare != new->vertex_samplers_compare) return FALSE;
+    if(skip_int) return TRUE;
+
+    return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
+}
+
+static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
+{
+    UINT i;
+    DWORD new_size;
+    struct arb_vs_compiled_shader *new_array;
+    DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
+    struct wined3d_shader_buffer buffer;
+    struct arb_vshader_private *shader_data;
+    GLuint ret;
+    const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
+
+    if(!shader->backend_priv) {
+        shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+    }
+    shader_data = shader->backend_priv;
+
+    /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+     * so a linear search is more performant than a hashmap or a binary search
+     * (cache coherency etc)
+     */
+    for(i = 0; i < shader_data->num_gl_shaders; i++) {
+        if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map, GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION))) {
+            return &shader_data->gl_shaders[i];
+        }
+    }
+
+    TRACE("No matching GL shader found, compiling a new shader\n");
+
+    if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
+        if (shader_data->num_gl_shaders)
+        {
+            new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
+            new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
+                                    new_size * sizeof(*shader_data->gl_shaders));
+        } else {
+            new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
+            new_size = 1;
+        }
+
+        if(!new_array) {
+            ERR("Out of memory\n");
+            return 0;
+        }
+        shader_data->gl_shaders = new_array;
+        shader_data->shader_array_size = new_size;
+    }
+
+    shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
+
+    if (!shader_buffer_init(&buffer))
+    {
+        ERR("Failed to initialize shader buffer.\n");
+        return 0;
+    }
+
+    ret = shader_arb_generate_vshader(shader, &buffer, args,
+            &shader_data->gl_shaders[shader_data->num_gl_shaders]);
+    shader_buffer_free(&buffer);
+    shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
+
+    return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
+}
+
+static inline void find_arb_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+        struct arb_ps_compile_args *args)
+{
+    int i;
+    WORD int_skip;
+    const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
+    find_ps_compile_args(shader, stateblock, &args->super);
+
+    /* This forces all local boolean constants to 1 to make them stateblock independent */
+    args->bools = shader->baseShader.reg_maps.local_bool_consts;
+
+    for(i = 0; i < MAX_CONST_B; i++)
+    {
+        if(stateblock->pixelShaderConstantB[i]) args->bools |= ( 1 << i);
+    }
+
+    /* Skip if unused or local, or supported natively */
+    int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
+    if(int_skip == 0xffff || GL_SUPPORT(NV_FRAGMENT_PROGRAM_OPTION))
+    {
+        memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
+        return;
+    }
+
+    for(i = 0; i < MAX_CONST_I; i++)
+    {
+        if(int_skip & (1 << i))
+        {
+            args->loop_ctrl[i][0] = 0;
+            args->loop_ctrl[i][1] = 0;
+            args->loop_ctrl[i][2] = 0;
+        }
+        else
+        {
+            args->loop_ctrl[i][0] = stateblock->pixelShaderConstantI[i * 4];
+            args->loop_ctrl[i][1] = stateblock->pixelShaderConstantI[i * 4 + 1];
+            args->loop_ctrl[i][2] = stateblock->pixelShaderConstantI[i * 4 + 2];
+        }
+    }
+}
+
+static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock,
+        struct arb_vs_compile_args *args)
+{
+    int i;
+    WORD int_skip;
+    IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &dev->adapter->gl_info;
+    find_vs_compile_args(shader, stateblock, &args->super);
+
+    args->boolclip_compare = 0;
+    if(use_ps(stateblock))
+    {
+        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
+        struct arb_pshader_private *shader_priv = ps->backend_priv;
+        args->ps_signature = shader_priv->input_signature_idx;
+
+        args->boolclip.clip_control[0] = shader_priv->clipplane_emulation + 1;
+    }
+    else
+    {
+        args->ps_signature = ~0;
+        if(!dev->vs_clipping)
+        {
+            args->boolclip.clip_control[0] = ffp_clip_emul(stateblock) ? GL_LIMITS(texture_stages) : 0;
+        }
+        /* Otherwise: Setting boolclip_compare set clip_control[0] to 0 */
+    }
+
+    if(args->boolclip.clip_control[0])
+    {
+        if(stateblock->renderState[WINED3DRS_CLIPPING])
+        {
+            args->boolclip.clip_control[1] = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
+        }
+        /* clip_control[1] was set to 0 by setting boolclip_compare to 0 */
+    }
+
+    /* This forces all local boolean constants to 1 to make them stateblock independent */
+    args->boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
+    /* TODO: Figure out if it would be better to store bool constants as bitmasks in the stateblock */
+    for(i = 0; i < MAX_CONST_B; i++)
     {
-        FIXME("tex_type %#x not supported\n", tex_type);
-        tex_type = tex_2d;
+        if(stateblock->vertexShaderConstantB[i]) args->boolclip.bools |= ( 1 << i);
     }
 
-    GL_EXTCALL(glGenProgramsARB(1, &program_id));
-    GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program_id));
-    GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(blt_fprograms[tex_type]), blt_fprograms[tex_type]));
+    args->vertex_samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
+    args->vertex_samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
+    args->vertex_samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
+    args->vertex_samplers[3] = 0;
 
-    if (glGetError() == GL_INVALID_OPERATION) {
-        GLint pos;
-        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
-        FIXME("Fragment program error at position %d: %s\n", pos,
-            debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
+    /* Skip if unused or local */
+    int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
+    if(int_skip == 0xffff || GL_SUPPORT(NV_VERTEX_PROGRAM2_OPTION)) /* This is about flow control, not clipping */
+    {
+        memset(&args->loop_ctrl, 0, sizeof(args->loop_ctrl));
+        return;
     }
 
-    return program_id;
+    for(i = 0; i < MAX_CONST_I; i++)
+    {
+        if(int_skip & (1 << i))
+        {
+            args->loop_ctrl[i][0] = 0;
+            args->loop_ctrl[i][1] = 0;
+            args->loop_ctrl[i][2] = 0;
+        }
+        else
+        {
+            args->loop_ctrl[i][0] = stateblock->vertexShaderConstantI[i * 4];
+            args->loop_ctrl[i][1] = stateblock->vertexShaderConstantI[i * 4 + 1];
+            args->loop_ctrl[i][2] = stateblock->vertexShaderConstantI[i * 4 + 2];
+        }
+    }
 }
 
-static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+/* GL locking is done by the caller */
+static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
+{
+    IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
     struct shader_arb_priv *priv = This->shader_priv;
-    const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-
-    if (useVS) {
-        struct vs_compile_args compile_args;
-
-        TRACE("Using vertex shader\n");
-        find_vs_compile_args((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, This->stateBlock, &compile_args);
-        priv->current_vprogram_id = find_gl_vshader((IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader, &compile_args);
-
-        /* Bind the vertex program */
-        GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
-        checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
-
-        /* Enable OpenGL vertex programs */
-        glEnable(GL_VERTEX_PROGRAM_ARB);
-        checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
-        TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
-    } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
-        priv->current_vprogram_id = 0;
-        glDisable(GL_VERTEX_PROGRAM_ARB);
-        checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
-    }
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+    int i;
 
+    /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
     if (usePS) {
-        struct ps_compile_args compile_args;
-        TRACE("Using pixel shader\n");
-        find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
-        priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
-                                                    &compile_args);
+        struct arb_ps_compile_args compile_args;
+        struct arb_ps_compiled_shader *compiled;
+        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
+
+        TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
+        find_arb_ps_compile_args(ps, This->stateBlock, &compile_args);
+        compiled = find_arb_pshader(ps, &compile_args);
+        priv->current_fprogram_id = compiled->prgId;
+        priv->compiled_fprog = compiled;
 
         /* Bind the fragment program */
         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
@@ -1745,22 +4214,83 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
             checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
         }
         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
+
+        /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
+         * a 1.x and newer shader, reload the first 8 constants
+         */
+        if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
+        {
+            priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
+            This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
+            for(i = 0; i < 8; i++)
+            {
+                context->pshader_const_dirty[i] = 1;
+            }
+            /* Also takes care of loading local constants */
+            shader_arb_load_constants(context, TRUE, FALSE);
+        }
+        else
+        {
+            shader_arb_ps_local_constants(This);
+        }
+
+        /* Force constant reloading for the NP2 fixup (see comment in shader_glsl_select for more info) */
+        if (compiled->np2fixup_info.super.active)
+            shader_arb_load_np2fixup_constants((IWineD3DDevice *)This, usePS, useVS);
     } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
         /* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
-         * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
-         * replacement shader
-         */
+        * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
+        * replacement shader
+        */
         glDisable(GL_FRAGMENT_PROGRAM_ARB);
         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
         priv->current_fprogram_id = 0;
     }
+
+    if (useVS) {
+        struct arb_vs_compile_args compile_args;
+        struct arb_vs_compiled_shader *compiled;
+        IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
+
+        TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
+        find_arb_vs_compile_args(vs, This->stateBlock, &compile_args);
+        compiled = find_arb_vshader(vs, &compile_args);
+        priv->current_vprogram_id = compiled->prgId;
+        priv->compiled_vprog = compiled;
+
+        /* Bind the vertex program */
+        GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
+        checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);");
+
+        /* Enable OpenGL vertex programs */
+        glEnable(GL_VERTEX_PROGRAM_ARB);
+        checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
+        TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
+        shader_arb_vs_local_constants(This);
+
+        if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) {
+            priv->last_vs_color_unclamp = compiled->need_color_unclamp;
+
+            if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
+                GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, !compiled->need_color_unclamp));
+                checkGLcall("glClampColorARB");
+            } else {
+                FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
+            }
+        }
+    } else if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
+        priv->current_vprogram_id = 0;
+        glDisable(GL_VERTEX_PROGRAM_ARB);
+        checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)");
+    }
 }
 
+/* GL locking is done by the caller */
 static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     struct shader_arb_priv *priv = This->shader_priv;
     GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
-    const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
 
     if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
@@ -1771,18 +4301,16 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te
     glEnable(GL_FRAGMENT_PROGRAM_ARB);
 }
 
+/* GL locking is done by the caller */
 static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     struct shader_arb_priv *priv = This->shader_priv;
-    const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
 
     if (priv->current_vprogram_id) {
         GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
         checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
 
-        glEnable(GL_VERTEX_PROGRAM_ARB);
-        checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
-
         TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
     } else {
         glDisable(GL_VERTEX_PROGRAM_ARB);
@@ -1793,11 +4321,8 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
         GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
         checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
 
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
-        checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
-
         TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
-    } else {
+    } else if(!priv->use_arbfp_fixed_func) {
         glDisable(GL_FRAGMENT_PROGRAM_ARB);
         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
     }
@@ -1805,303 +4330,116 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
 
 static void shader_arb_destroy(IWineD3DBaseShader *iface) {
     IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
-    const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
     {
         IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
+        struct arb_pshader_private *shader_data = This->backend_priv;
         UINT i;
 
+        if(!shader_data) return; /* This can happen if a shader was never compiled */
         ENTER_GL();
-        for(i = 0; i < This->num_gl_shaders; i++) {
-            GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
-            checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
+
+        if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
+
+        for(i = 0; i < shader_data->num_gl_shaders; i++) {
+            GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
+            checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
         }
         LEAVE_GL();
-        HeapFree(GetProcessHeap(), 0, This->gl_shaders);
-        This->gl_shaders = NULL;
-        This->num_gl_shaders = 0;
-        This->shader_array_size = 0;
+        HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+        HeapFree(GetProcessHeap(), 0, shader_data);
+        This->backend_priv = NULL;
     } else {
         IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
+        struct arb_vshader_private *shader_data = This->backend_priv;
         UINT i;
 
+        if(!shader_data) return; /* This can happen if a shader was never compiled */
         ENTER_GL();
-        for(i = 0; i < This->num_gl_shaders; i++) {
-            GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
-            checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
-        }
-        LEAVE_GL();
-        HeapFree(GetProcessHeap(), 0, This->gl_shaders);
-        This->gl_shaders = NULL;
-        This->num_gl_shaders = 0;
-        This->shader_array_size = 0;
-    }
-}
-
-static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
-    return WINED3D_OK;
-}
-
-static void shader_arb_free(IWineD3DDevice *iface) {
-    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
-    struct shader_arb_priv *priv = This->shader_priv;
-    int i;
-
-    if(priv->depth_blt_vprogram_id) {
-        GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
-    }
-    for (i = 0; i < tex_type_count; ++i) {
-        if (priv->depth_blt_fprogram_id[i]) {
-            GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
-        }
-    }
-
-    HeapFree(GetProcessHeap(), 0, This->shader_priv);
-}
-
-static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
-    return TRUE;
-}
-
-static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
-                                      const char *tmp2, const char *tmp3, const char *tmp4) {
-    /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
-
-    /* Calculate the > 0.0031308 case */
-    shader_addline(buffer, "POW %s.x, %s.x, srgb_consts1.z;\n", tmp1, fragcolor);
-    shader_addline(buffer, "POW %s.y, %s.y, srgb_consts1.z;\n", tmp1, fragcolor);
-    shader_addline(buffer, "POW %s.z, %s.z, srgb_consts1.z;\n", tmp1, fragcolor);
-    shader_addline(buffer, "MUL %s, %s, srgb_consts1.w;\n", tmp1, tmp1);
-    shader_addline(buffer, "SUB %s, %s, srgb_consts2.x;\n", tmp1, tmp1);
-    /* Calculate the < case */
-    shader_addline(buffer, "MUL %s, srgb_consts1.x, %s;\n", tmp2, fragcolor);
-    /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
-    shader_addline(buffer, "SLT %s, srgb_consts1.y, %s;\n", tmp3, fragcolor);
-    shader_addline(buffer, "SGE %s, srgb_consts1.y, %s;\n", tmp4, fragcolor);
-    /* Store the components > 0.0031308 in the destination */
-    shader_addline(buffer, "MUL %s, %s, %s;\n", fragcolor, tmp1, tmp3);
-    /* Add the components that are < 0.0031308 */
-    shader_addline(buffer, "MAD result.color.xyz, %s, %s, %s;\n", tmp2, tmp4, fragcolor);
-    /* [0.0;1.0] clamping. Not needed, this is done implicitly */
-}
-
-static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
-        SHADER_BUFFER *buffer, const struct ps_compile_args *args)
-{
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
-    const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
-    CONST DWORD *function = This->baseShader.function;
-    const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
-    const local_constant *lconst;
-    GLuint retval;
-    const char *fragcolor;
-    DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
-
-    /*  Create the hw ARB shader */
-    shader_addline(buffer, "!!ARBfp1.0\n");
-
-    if (reg_maps->shader_version.major < 3)
-    {
-        switch(args->fog) {
-            case FOG_OFF:
-                break;
-            case FOG_LINEAR:
-                shader_addline(buffer, "OPTION ARB_fog_linear;\n");
-                break;
-            case FOG_EXP:
-                shader_addline(buffer, "OPTION ARB_fog_exp;\n");
-                break;
-            case FOG_EXP2:
-                shader_addline(buffer, "OPTION ARB_fog_exp2;\n");
-                break;
-        }
-    }
-
-    shader_addline(buffer, "TEMP TMP;\n");     /* Used in matrix ops */
-    shader_addline(buffer, "TEMP TMP2;\n");    /* Used in matrix ops */
-    shader_addline(buffer, "TEMP TA;\n");      /* Used for modifiers */
-    shader_addline(buffer, "TEMP TB;\n");      /* Used for modifiers */
-    shader_addline(buffer, "TEMP TC;\n");      /* Used for modifiers */
-    shader_addline(buffer, "PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n");
-    shader_addline(buffer, "PARAM coefmul = { 2, 4, 8, 16 };\n");
-    shader_addline(buffer, "PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n");
-
-    if (reg_maps->shader_version.major < 2)
-    {
-        fragcolor = "R0";
-    } else {
-        shader_addline(buffer, "TEMP TMP_COLOR;\n");
-        fragcolor = "TMP_COLOR";
-    }
-
-    /* Base Declarations */
-    shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
-
-    /* Base Shader Body */
-    shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
-
-    if(args->srgb_correction) {
-        arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
-    }
-    shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
-    shader_addline(buffer, "END\n");
-
-    /* TODO: change to resource.glObjectHandle or something like that */
-    GL_EXTCALL(glGenProgramsARB(1, &retval));
-
-    TRACE("Creating a hw pixel shader, prg=%d\n", retval);
-    GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
-
-    TRACE("Created hw pixel shader, prg=%d\n", retval);
-    /* Create the program and check for errors */
-    GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
-               buffer->bsize, buffer->buffer));
-
-    if (glGetError() == GL_INVALID_OPERATION) {
-        GLint errPos;
-        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
-        FIXME("HW PixelShader Error at position %d: %s\n",
-              errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
-        retval = 0;
-    }
-
-    /* Load immediate constants */
-    if(lconst_map) {
-        LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
-            const float *value = (const float *)lconst->value;
-            GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst_map[lconst->idx], value));
-            checkGLcall("glProgramLocalParameter4fvARB");
-        }
-        HeapFree(GetProcessHeap(), 0, lconst_map);
-    }
-
-    return retval;
-}
-
-static GLuint shader_arb_generate_vshader(IWineD3DVertexShader *iface,
-        SHADER_BUFFER *buffer, const struct vs_compile_args *args)
-{
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-    const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
-    CONST DWORD *function = This->baseShader.function;
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
-    const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
-    const local_constant *lconst;
-    GLuint ret;
-    DWORD *lconst_map = local_const_mapping((IWineD3DBaseShaderImpl *) This);
-
-    /*  Create the hw ARB shader */
-    shader_addline(buffer, "!!ARBvp1.0\n");
-    shader_addline(buffer, "PARAM helper_const = { 2.0, -1.0, %d.0, 0.0 };\n", This->rel_offset);
-
-    /* Mesa supports only 95 constants */
-    if (GL_VEND(MESA) || GL_VEND(WINE))
-        This->baseShader.limits.constant_float =
-                min(95, This->baseShader.limits.constant_float);
-
-    shader_addline(buffer, "TEMP TMP;\n");
-
-    /* Base Declarations */
-    shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, lconst_map);
-
-    /* We need a constant to fixup the final position */
-    shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
-
-    /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
-     * for output parameters. D3D in theory does not do that either, but some applications depend on a
-     * proper initialization of the secondary color, and programs using the fixed function pipeline without
-     * a replacement shader depend on the texcoord.w being set properly.
-     *
-     * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
-     * assertion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
-     * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
-     * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
-     * this can eat a number of instructions, so skip it unless this cap is set as well
-     */
-    if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
-        shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
 
-        if((GLINFO_LOCATION).set_texcoord_w && !device->frag_pipe->ffp_proj_control) {
-            int i;
-            for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
-                if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
-                This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
-                    shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
-                }
-            }
-        }
-    }
-
-    /* Base Shader Body */
-    shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
-
-    /* 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, "MOV result.fogcoord, TMP_OUT.z;\n");
-    } else if (!reg_maps->fog) {
-        shader_addline(buffer, "MOV result.fogcoord, helper_const.w;\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, but arb vs swizzles are too restricted for that.
-     */
-    shader_addline(buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
-    shader_addline(buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
-    shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
-
-    /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
-     * and the glsl equivalent
-     */
-    shader_addline(buffer, "MAD TMP_OUT.z, TMP_OUT.z, helper_const.x, -TMP_OUT.w;\n");
+        if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
 
-    shader_addline(buffer, "MOV result.position, TMP_OUT;\n");
+        for(i = 0; i < shader_data->num_gl_shaders; i++) {
+            GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
+            checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
+        }
+        LEAVE_GL();
+        HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
+        HeapFree(GetProcessHeap(), 0, shader_data);
+        This->backend_priv = NULL;
+    }
+}
 
-    shader_addline(buffer, "END\n");
+static int sig_tree_compare(const void *key, const struct wine_rb_entry *entry)
+{
+    struct ps_signature *e = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
+    return compare_sig(key, e->sig);
+}
 
-    /* TODO: change to resource.glObjectHandle or something like that */
-    GL_EXTCALL(glGenProgramsARB(1, &ret));
+struct wine_rb_functions sig_tree_functions =
+{
+    wined3d_rb_alloc,
+    wined3d_rb_realloc,
+    wined3d_rb_free,
+    sig_tree_compare
+};
 
-    TRACE("Creating a hw vertex shader, prg=%d\n", ret);
-    GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, ret));
+static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
+    if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
+    {
+        ERR("RB tree init failed\n");
+        HeapFree(GetProcessHeap(), 0, priv);
+        return E_OUTOFMEMORY;
+    }
+    This->shader_priv = priv;
+    return WINED3D_OK;
+}
 
-    TRACE("Created hw vertex shader, prg=%d\n", ret);
-    /* Create the program and check for errors */
-    GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
-               buffer->bsize, buffer->buffer));
+static void release_signature(struct wine_rb_entry *entry, void *context)
+{
+    struct ps_signature *sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
+    int i;
+    for(i = 0; i < MAX_REG_INPUT; i++)
+    {
+        HeapFree(GetProcessHeap(), 0, (char *) sig->sig[i].semantic_name);
+    }
+    HeapFree(GetProcessHeap(), 0, sig->sig);
+    HeapFree(GetProcessHeap(), 0, sig);
+}
 
-    if (glGetError() == GL_INVALID_OPERATION) {
-        GLint errPos;
-        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
-        FIXME("HW VertexShader Error at position %d: %s\n",
-              errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
-        ret = -1;
-    } else {
-        /* Load immediate constants */
-        if(lconst_map) {
-            LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
-                const float *value = (const float *)lconst->value;
-                GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst_map[lconst->idx], value));
-            }
+/* Context activation is done by the caller. */
+static void shader_arb_free(IWineD3DDevice *iface) {
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
+    struct shader_arb_priv *priv = This->shader_priv;
+    int i;
+
+    ENTER_GL();
+    if(priv->depth_blt_vprogram_id) {
+        GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_vprogram_id));
+    }
+    for (i = 0; i < tex_type_count; ++i) {
+        if (priv->depth_blt_fprogram_id[i]) {
+            GL_EXTCALL(glDeleteProgramsARB(1, &priv->depth_blt_fprogram_id[i]));
         }
     }
-    HeapFree(GetProcessHeap(), 0, lconst_map);
+    LEAVE_GL();
 
-    return ret;
+    wine_rb_destroy(&priv->signature_tree, release_signature, NULL);
+    HeapFree(GetProcessHeap(), 0, This->shader_priv);
+}
+
+static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
+    return TRUE;
 }
 
-static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
+static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
+        struct shader_caps *pCaps)
 {
     /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
      * then overwrite the shader specific ones
@@ -2109,17 +4447,47 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g
     none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
 
     if(GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
-        pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
-        TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
-        pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - ARB_SHADER_RESERVED_VS_CONSTS;
+        if(GL_SUPPORT(NV_VERTEX_PROGRAM3))
+        {
+            pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
+            TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
+        }
+        else if(GL_LIMITS(vshader_constantsF) >= 256)
+        {
+            /* Shader Model 2.0 requires at least 256 vertex shader constants */
+            pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
+            TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
+        }
+        else
+        {
+            pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
+            TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
+        }
+        pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
     }
 
     if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
-        pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
-        pCaps->PixelShader1xMaxValue = 8.0;
-        TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
-        pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - ARB_SHADER_RESERVED_PS_CONSTS;
+        if(GL_SUPPORT(NV_FRAGMENT_PROGRAM2))
+        {
+            pCaps->PixelShaderVersion    = WINED3DPS_VERSION(3,0);
+            TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
+        }
+        else if(GL_LIMITS(pshader_constantsF) >= 32)
+        {
+            /* Shader Model 2.0 requires at least 32 pixel shader constants */
+            pCaps->PixelShaderVersion    = WINED3DPS_VERSION(2,0);
+            TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
+        }
+        else
+        {
+            pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
+            TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
+        }
+        pCaps->PixelShader1xMaxValue = 8.0f;
+        pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
     }
+
+    pCaps->VSClipping = use_nv_clip(gl_info);
 }
 
 static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
@@ -2142,10 +4510,9 @@ static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
 }
 
 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
-    BOOL saturate;
     DWORD shift;
     char write_mask[20], regstr[50];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     BOOL is_color = FALSE;
     const struct wined3d_shader_dst_param *dst;
 
@@ -2154,14 +4521,15 @@ static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_ins
     dst = &ins->dst[0];
     shift = dst->shift;
     if(shift == 0) return; /* Saturate alone is handled by the instructions */
-    saturate = dst->modifiers & WINED3DSPDM_SATURATE;
 
     shader_arb_get_write_mask(ins, dst, write_mask);
-    shader_arb_get_register_name(ins->ctx->shader, dst->reg.type,
-                                 dst->reg.idx, !!dst->reg.rel_addr, regstr, &is_color);
+    shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
 
-    /* Generate a line that does the output modifier computation */
-    shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
+    /* Generate a line that does the output modifier computation
+     * FIXME: _SAT vs shift? _SAT alone is already handled in the instructions, if this
+     * maps problems in e.g. _d4_sat modify shader_arb_get_modifier
+     */
+    shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", shader_arb_get_modifier(ins),
                    regstr, write_mask, regstr, shift_tab[shift]);
 }
 
@@ -2170,10 +4538,10 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_ABS           */ shader_hw_map2gl,
     /* WINED3DSIH_ADD           */ shader_hw_map2gl,
     /* WINED3DSIH_BEM           */ pshader_hw_bem,
-    /* WINED3DSIH_BREAK         */ NULL,
-    /* WINED3DSIH_BREAKC        */ NULL,
+    /* WINED3DSIH_BREAK         */ shader_hw_break,
+    /* WINED3DSIH_BREAKC        */ shader_hw_breakc,
     /* WINED3DSIH_BREAKP        */ NULL,
-    /* WINED3DSIH_CALL          */ NULL,
+    /* WINED3DSIH_CALL          */ shader_hw_call,
     /* WINED3DSIH_CALLNZ        */ NULL,
     /* WINED3DSIH_CMP           */ pshader_hw_cmp,
     /* WINED3DSIH_CND           */ pshader_hw_cnd,
@@ -2186,23 +4554,23 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_DP3           */ shader_hw_map2gl,
     /* WINED3DSIH_DP4           */ shader_hw_map2gl,
     /* WINED3DSIH_DST           */ shader_hw_map2gl,
-    /* WINED3DSIH_DSX           */ NULL,
-    /* WINED3DSIH_DSY           */ NULL,
-    /* WINED3DSIH_ELSE          */ NULL,
-    /* WINED3DSIH_ENDIF         */ NULL,
-    /* WINED3DSIH_ENDLOOP       */ NULL,
-    /* WINED3DSIH_ENDREP        */ NULL,
-    /* WINED3DSIH_EXP           */ shader_hw_map2gl,
-    /* WINED3DSIH_EXPP          */ shader_hw_map2gl,
+    /* WINED3DSIH_DSX           */ shader_hw_map2gl,
+    /* WINED3DSIH_DSY           */ shader_hw_dsy,
+    /* WINED3DSIH_ELSE          */ shader_hw_else,
+    /* WINED3DSIH_ENDIF         */ shader_hw_endif,
+    /* WINED3DSIH_ENDLOOP       */ shader_hw_endloop,
+    /* WINED3DSIH_ENDREP        */ shader_hw_endrep,
+    /* WINED3DSIH_EXP           */ shader_hw_scalar_op,
+    /* WINED3DSIH_EXPP          */ shader_hw_scalar_op,
     /* WINED3DSIH_FRC           */ shader_hw_map2gl,
-    /* WINED3DSIH_IF            */ NULL,
-    /* WINED3DSIH_IFC           */ NULL,
-    /* WINED3DSIH_LABEL         */ NULL,
+    /* WINED3DSIH_IF            */ NULL /* Hardcoded into the shader */,
+    /* WINED3DSIH_IFC           */ shader_hw_ifc,
+    /* WINED3DSIH_LABEL         */ shader_hw_label,
     /* WINED3DSIH_LIT           */ shader_hw_map2gl,
-    /* WINED3DSIH_LOG           */ shader_hw_map2gl,
-    /* WINED3DSIH_LOGP          */ shader_hw_map2gl,
-    /* WINED3DSIH_LOOP          */ NULL,
-    /* WINED3DSIH_LRP           */ shader_hw_map2gl,
+    /* WINED3DSIH_LOG           */ shader_hw_log_pow,
+    /* WINED3DSIH_LOGP          */ shader_hw_log_pow,
+    /* WINED3DSIH_LOOP          */ shader_hw_loop,
+    /* WINED3DSIH_LRP           */ shader_hw_lrp,
     /* WINED3DSIH_M3x2          */ shader_hw_mnxn,
     /* WINED3DSIH_M3x3          */ shader_hw_mnxn,
     /* WINED3DSIH_M3x4          */ shader_hw_mnxn,
@@ -2217,14 +4585,14 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_NOP           */ shader_hw_nop,
     /* WINED3DSIH_NRM           */ shader_hw_nrm,
     /* WINED3DSIH_PHASE         */ NULL,
-    /* WINED3DSIH_POW           */ shader_hw_map2gl,
-    /* WINED3DSIH_RCP           */ shader_hw_rsq_rcp,
-    /* WINED3DSIH_REP           */ NULL,
-    /* WINED3DSIH_RET           */ NULL,
-    /* WINED3DSIH_RSQ           */ shader_hw_rsq_rcp,
+    /* WINED3DSIH_POW           */ shader_hw_log_pow,
+    /* WINED3DSIH_RCP           */ shader_hw_scalar_op,
+    /* WINED3DSIH_REP           */ shader_hw_rep,
+    /* WINED3DSIH_RET           */ shader_hw_ret,
+    /* WINED3DSIH_RSQ           */ shader_hw_scalar_op,
     /* WINED3DSIH_SETP          */ NULL,
     /* WINED3DSIH_SGE           */ shader_hw_map2gl,
-    /* WINED3DSIH_SGN           */ NULL,
+    /* WINED3DSIH_SGN           */ shader_hw_sgn,
     /* WINED3DSIH_SINCOS        */ shader_hw_sincos,
     /* WINED3DSIH_SLT           */ shader_hw_map2gl,
     /* WINED3DSIH_SUB           */ shader_hw_map2gl,
@@ -2236,8 +4604,8 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_TEXDP3        */ pshader_hw_texdp3,
     /* WINED3DSIH_TEXDP3TEX     */ pshader_hw_texdp3tex,
     /* WINED3DSIH_TEXKILL       */ pshader_hw_texkill,
-    /* WINED3DSIH_TEXLDD        */ NULL,
-    /* WINED3DSIH_TEXLDL        */ NULL,
+    /* WINED3DSIH_TEXLDD        */ shader_hw_texldd,
+    /* WINED3DSIH_TEXLDL        */ shader_hw_texldl,
     /* WINED3DSIH_TEXM3x2DEPTH  */ pshader_hw_texm3x2depth,
     /* WINED3DSIH_TEXM3x2PAD    */ pshader_hw_texm3x2pad,
     /* WINED3DSIH_TEXM3x2TEX    */ pshader_hw_texm3x2tex,
@@ -2252,8 +4620,391 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
     /* WINED3DSIH_TEXREG2RGB    */ pshader_hw_texreg2rgb,
 };
 
+static inline BOOL get_bool_const(const struct wined3d_shader_instruction *ins, IWineD3DBaseShaderImpl *This, DWORD idx)
+{
+    BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
+    WORD bools = 0;
+    WORD flag = (1 << idx);
+    const local_constant *constant;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+    if(This->baseShader.reg_maps.local_bool_consts & flag)
+    {
+        /* What good is a if(bool) with a hardcoded local constant? I don't know, but handle it */
+        LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
+        {
+            if (constant->idx == idx)
+            {
+                return constant->value[0];
+            }
+        }
+        ERR("Local constant not found\n");
+        return FALSE;
+    }
+    else
+    {
+        if(vshader) bools = priv->cur_vs_args->boolclip.bools;
+        else bools = priv->cur_ps_args->bools;
+        return bools & flag;
+    }
+}
+
+static void get_loop_control_const(const struct wined3d_shader_instruction *ins,
+        IWineD3DBaseShaderImpl *This, UINT idx, struct wined3d_shader_loop_control *loop_control)
+{
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+
+    /* Integer constants can either be a local constant, or they can be stored in the shader
+     * type specific compile args. */
+    if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
+    {
+        const local_constant *constant;
+
+        LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
+        {
+            if (constant->idx == idx)
+            {
+                loop_control->count = constant->value[0];
+                loop_control->start = constant->value[1];
+                /* Step is signed. */
+                loop_control->step = (int)constant->value[2];
+                return;
+            }
+        }
+        /* If this happens the flag was set incorrectly */
+        ERR("Local constant not found\n");
+        loop_control->count = 0;
+        loop_control->start = 0;
+        loop_control->step = 0;
+        return;
+    }
+
+    switch (This->baseShader.reg_maps.shader_version.type)
+    {
+        case WINED3D_SHADER_TYPE_VERTEX:
+            /* Count and aL start value are unsigned */
+            loop_control->count = priv->cur_vs_args->loop_ctrl[idx][0];
+            loop_control->start = priv->cur_vs_args->loop_ctrl[idx][1];
+            /* Step is signed. */
+            loop_control->step = ((char)priv->cur_vs_args->loop_ctrl[idx][2]);
+            break;
+
+        case WINED3D_SHADER_TYPE_PIXEL:
+            loop_control->count = priv->cur_ps_args->loop_ctrl[idx][0];
+            loop_control->start = priv->cur_ps_args->loop_ctrl[idx][1];
+            loop_control->step = ((char)priv->cur_ps_args->loop_ctrl[idx][2]);
+            break;
+
+        default:
+            FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
+            break;
+    }
+}
+
+static void record_instruction(struct list *list, const struct wined3d_shader_instruction *ins)
+{
+    unsigned int i;
+    struct wined3d_shader_dst_param *dst_param = NULL;
+    struct wined3d_shader_src_param *src_param = NULL, *rel_addr = NULL;
+    struct recorded_instruction *rec = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*rec));
+    if(!rec)
+    {
+        ERR("Out of memory\n");
+        return;
+    }
+
+    rec->ins = *ins;
+    dst_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param));
+    if(!dst_param) goto free;
+    *dst_param = *ins->dst;
+    if(ins->dst->reg.rel_addr)
+    {
+        rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_param->reg.rel_addr));
+        if(!rel_addr) goto free;
+        *rel_addr = *ins->dst->reg.rel_addr;
+        dst_param->reg.rel_addr = rel_addr;
+    }
+    rec->ins.dst = dst_param;
+
+    src_param = HeapAlloc(GetProcessHeap(), 0, sizeof(*src_param) * ins->src_count);
+    if(!src_param) goto free;
+    for(i = 0; i < ins->src_count; i++)
+    {
+        src_param[i] = ins->src[i];
+        if(ins->src[i].reg.rel_addr)
+        {
+            rel_addr = HeapAlloc(GetProcessHeap(), 0, sizeof(*rel_addr));
+            if(!rel_addr) goto free;
+            *rel_addr = *ins->src[i].reg.rel_addr;
+            src_param[i].reg.rel_addr = rel_addr;
+        }
+    }
+    rec->ins.src = src_param;
+    list_add_tail(list, &rec->entry);
+    return;
+
+free:
+    ERR("Out of memory\n");
+    if(dst_param)
+    {
+        HeapFree(GetProcessHeap(), 0, (void *) dst_param->reg.rel_addr);
+        HeapFree(GetProcessHeap(), 0, dst_param);
+    }
+    if(src_param)
+    {
+        for(i = 0; i < ins->src_count; i++)
+        {
+            HeapFree(GetProcessHeap(), 0, (void *) src_param[i].reg.rel_addr);
+        }
+        HeapFree(GetProcessHeap(), 0, src_param);
+    }
+    HeapFree(GetProcessHeap(), 0, rec);
+}
+
+static void free_recorded_instruction(struct list *list)
+{
+    struct recorded_instruction *rec_ins, *entry2;
+    unsigned int i;
+
+    LIST_FOR_EACH_ENTRY_SAFE(rec_ins, entry2, list, struct recorded_instruction, entry)
+    {
+        list_remove(&rec_ins->entry);
+        if(rec_ins->ins.dst)
+        {
+            HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst->reg.rel_addr);
+            HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.dst);
+        }
+        if(rec_ins->ins.src)
+        {
+            for(i = 0; i < rec_ins->ins.src_count; i++)
+            {
+                HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src[i].reg.rel_addr);
+            }
+            HeapFree(GetProcessHeap(), 0, (void *) rec_ins->ins.src);
+        }
+        HeapFree(GetProcessHeap(), 0, rec_ins);
+    }
+}
+
+static void shader_arb_handle_instruction(const struct wined3d_shader_instruction *ins) {
+    SHADER_HANDLER hw_fct;
+    struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
+    struct control_frame *control_frame;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
+    BOOL bool_const;
+
+    if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
+    {
+        control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
+        list_add_head(&priv->control_frames, &control_frame->entry);
+
+        if(ins->handler_idx == WINED3DSIH_LOOP) control_frame->type = LOOP;
+        if(ins->handler_idx == WINED3DSIH_REP) control_frame->type = REP;
+
+        if(priv->target_version >= NV2)
+        {
+            control_frame->loop_no = priv->num_loops++;
+            priv->loop_depth++;
+        }
+        else
+        {
+            /* Don't bother recording when we're in a not used if branch */
+            if(priv->muted)
+            {
+                return;
+            }
+
+            if(!priv->recording)
+            {
+                list_init(&priv->record);
+                priv->recording = TRUE;
+                control_frame->outer_loop = TRUE;
+                get_loop_control_const(ins, This, ins->src[0].reg.idx, &control_frame->loop_control);
+                return; /* Instruction is handled */
+            }
+            /* Record this loop in the outer loop's recording */
+        }
+    }
+    else if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
+    {
+        if(priv->target_version >= NV2)
+        {
+            /* Nothing to do. The control frame is popped after the HW instr handler */
+        }
+        else
+        {
+            struct list *e = list_head(&priv->control_frames);
+            control_frame = LIST_ENTRY(e, struct control_frame, entry);
+            list_remove(&control_frame->entry);
+
+            if(control_frame->outer_loop)
+            {
+                int iteration, aL = 0;
+                struct list copy;
+
+                /* Turn off recording before playback */
+                priv->recording = FALSE;
+
+                /* Move the recorded instructions to a separate list and get them out of the private data
+                 * structure. If there are nested loops, the shader_arb_handle_instruction below will
+                 * be recorded again, thus priv->record might be overwritten
+                 */
+                list_init(&copy);
+                list_move_tail(&copy, &priv->record);
+                list_init(&priv->record);
+
+                if(ins->handler_idx == WINED3DSIH_ENDLOOP)
+                {
+                    shader_addline(buffer, "#unrolling loop: %u iterations, aL=%u, inc %d\n",
+                                   control_frame->loop_control.count, control_frame->loop_control.start,
+                                   control_frame->loop_control.step);
+                    aL = control_frame->loop_control.start;
+                }
+                else
+                {
+                    shader_addline(buffer, "#unrolling rep: %u iterations\n", control_frame->loop_control.count);
+                }
+
+                for (iteration = 0; iteration < control_frame->loop_control.count; ++iteration)
+                {
+                    struct recorded_instruction *rec_ins;
+                    if(ins->handler_idx == WINED3DSIH_ENDLOOP)
+                    {
+                        priv->aL = aL;
+                        shader_addline(buffer, "#Iteration %d, aL=%d\n", iteration, aL);
+                    }
+                    else
+                    {
+                        shader_addline(buffer, "#Iteration %d\n", iteration);
+                    }
+
+                    LIST_FOR_EACH_ENTRY(rec_ins, &copy, struct recorded_instruction, entry)
+                    {
+                        shader_arb_handle_instruction(&rec_ins->ins);
+                    }
+
+                    if(ins->handler_idx == WINED3DSIH_ENDLOOP)
+                    {
+                        aL += control_frame->loop_control.step;
+                    }
+                }
+                shader_addline(buffer, "#end loop/rep\n");
+
+                free_recorded_instruction(&copy);
+                HeapFree(GetProcessHeap(), 0, control_frame);
+                return; /* Instruction is handled */
+            }
+            else
+            {
+                /* This is a nested loop. Proceed to the normal recording function */
+                HeapFree(GetProcessHeap(), 0, control_frame);
+            }
+        }
+    }
+
+    if(priv->recording)
+    {
+        record_instruction(&priv->record, ins);
+        return;
+    }
+
+    /* boolean if */
+    if(ins->handler_idx == WINED3DSIH_IF)
+    {
+        control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
+        list_add_head(&priv->control_frames, &control_frame->entry);
+        control_frame->type = IF;
+
+        bool_const = get_bool_const(ins, This, ins->src[0].reg.idx);
+        if(ins->src[0].modifiers == WINED3DSPSM_NOT) bool_const = !bool_const;
+        if(!priv->muted && bool_const == FALSE)
+        {
+            shader_addline(buffer, "#if(FALSE){\n");
+            priv->muted = TRUE;
+            control_frame->muting = TRUE;
+        }
+        else shader_addline(buffer, "#if(TRUE) {\n");
+
+        return; /* Instruction is handled */
+    }
+    else if(ins->handler_idx == WINED3DSIH_IFC)
+    {
+        /* IF(bool) and if_cond(a, b) use the same ELSE and ENDIF tokens */
+        control_frame = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*control_frame));
+        control_frame->type = IFC;
+        control_frame->ifc_no = priv->num_ifcs++;
+        list_add_head(&priv->control_frames, &control_frame->entry);
+    }
+    else if(ins->handler_idx == WINED3DSIH_ELSE)
+    {
+        struct list *e = list_head(&priv->control_frames);
+        control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+        if(control_frame->type == IF)
+        {
+            shader_addline(buffer, "#} else {\n");
+            if(!priv->muted && !control_frame->muting)
+            {
+                priv->muted = TRUE;
+                control_frame->muting = TRUE;
+            }
+            else if(control_frame->muting) priv->muted = FALSE;
+            return; /* Instruction is handled. */
+        }
+        /* In case of an ifc, generate a HW shader instruction */
+    }
+    else if(ins->handler_idx == WINED3DSIH_ENDIF)
+    {
+        struct list *e = list_head(&priv->control_frames);
+        control_frame = LIST_ENTRY(e, struct control_frame, entry);
+
+        if(control_frame->type == IF)
+        {
+            shader_addline(buffer, "#} endif\n");
+            if(control_frame->muting) priv->muted = FALSE;
+            list_remove(&control_frame->entry);
+            HeapFree(GetProcessHeap(), 0, control_frame);
+            return; /* Instruction is handled */
+        }
+    }
+
+    if(priv->muted) return;
+
+    /* Select handler */
+    hw_fct = shader_arb_instruction_handler_table[ins->handler_idx];
+
+    /* Unhandled opcode */
+    if (!hw_fct)
+    {
+        FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
+        return;
+    }
+    hw_fct(ins);
+
+    if(ins->handler_idx == WINED3DSIH_ENDLOOP || ins->handler_idx == WINED3DSIH_ENDREP)
+    {
+        struct list *e = list_head(&priv->control_frames);
+        control_frame = LIST_ENTRY(e, struct control_frame, entry);
+        list_remove(&control_frame->entry);
+        HeapFree(GetProcessHeap(), 0, control_frame);
+        priv->loop_depth--;
+    }
+    else if(ins->handler_idx == WINED3DSIH_ENDIF)
+    {
+        /* Non-ifc ENDIFs don't reach that place because of the return in the if block above */
+        struct list *e = list_head(&priv->control_frames);
+        control_frame = LIST_ENTRY(e, struct control_frame, entry);
+        list_remove(&control_frame->entry);
+        HeapFree(GetProcessHeap(), 0, control_frame);
+    }
+
+
+    shader_arb_add_instruction_modifiers(ins);
+}
+
 const shader_backend_t arb_program_shader_backend = {
-    shader_arb_instruction_handler_table,
+    shader_arb_handle_instruction,
     shader_arb_select,
     shader_arb_select_depth_blt,
     shader_arb_deselect_depth_blt,
@@ -2265,11 +5016,8 @@ const shader_backend_t arb_program_shader_backend = {
     shader_arb_alloc,
     shader_arb_free,
     shader_arb_dirty_const,
-    shader_arb_generate_pshader,
-    shader_arb_generate_vshader,
     shader_arb_get_caps,
     shader_arb_color_fixup_supported,
-    shader_arb_add_instruction_modifiers,
 };
 
 /* ARB_fragment_program fixed function pipeline replacement definitions */
@@ -2286,7 +5034,9 @@ struct arbfp_ffp_desc
     unsigned int num_textures_used;
 };
 
+/* Context activation is done by the caller. */
 static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
+    ENTER_GL();
     if(enable) {
         glEnable(GL_FRAGMENT_PROGRAM_ARB);
         checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
@@ -2294,6 +5044,7 @@ static void arbfp_enable(IWineD3DDevice *iface, BOOL enable) {
         glDisable(GL_FRAGMENT_PROGRAM_ARB);
         checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
     }
+    LEAVE_GL();
 }
 
 static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
@@ -2310,14 +5061,21 @@ static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
         if(!This->fragment_priv) return E_OUTOFMEMORY;
     }
     priv = This->fragment_priv;
-    priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
+    if (wine_rb_init(&priv->fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
+    {
+        ERR("Failed to initialize rbtree.\n");
+        HeapFree(GetProcessHeap(), 0, This->fragment_priv);
+        return E_OUTOFMEMORY;
+    }
     priv->use_arbfp_fixed_func = TRUE;
     return WINED3D_OK;
 }
 
-static void arbfp_free_ffpshader(void *value, void *gli) {
-    const WineD3D_GL_Info *gl_info = gli;
-    struct arbfp_ffp_desc *entry_arb = value;
+/* Context activation is done by the caller. */
+static void arbfp_free_ffpshader(struct wine_rb_entry *entry, void *context)
+{
+    const struct wined3d_gl_info *gl_info = context;
+    struct arbfp_ffp_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_ffp_desc, parent.entry);
 
     ENTER_GL();
     GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
@@ -2326,11 +5084,12 @@ static void arbfp_free_ffpshader(void *value, void *gli) {
     LEAVE_GL();
 }
 
+/* Context activation is done by the caller. */
 static void arbfp_free(IWineD3DDevice *iface) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
     struct shader_arb_priv *priv = This->fragment_priv;
 
-    hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
+    wine_rb_destroy(&priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
     priv->use_arbfp_fixed_func = FALSE;
 
     if(This->shader_backend != &arb_program_shader_backend) {
@@ -2338,7 +5097,7 @@ static void arbfp_free(IWineD3DDevice *iface) {
     }
 }
 
-static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
+static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
 {
     caps->TextureOpCaps =  WINED3DTEXOPCAPS_DISABLE                     |
                            WINED3DTEXOPCAPS_SELECTARG1                  |
@@ -2376,7 +5135,8 @@ static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_inf
 #undef GLINFO_LOCATION
 
 #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
-static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     float col[4];
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
 
@@ -2387,7 +5147,7 @@ static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *statebloc
         if (use_ps(stateblock)) return;
 
         device = stateblock->wineD3DDevice;
-        device->activeContext->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
+        context->pshader_const_dirty[ARB_FFP_CONST_TFACTOR] = 1;
         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
     }
 
@@ -2397,7 +5157,8 @@ static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *statebloc
 
 }
 
-static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     float col[4];
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
 
@@ -2408,31 +5169,33 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb
         if (use_ps(stateblock)) return;
 
         device = stateblock->wineD3DDevice;
-        device->activeContext->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
+        context->pshader_const_dirty[ARB_FFP_CONST_SPECULAR_ENABLE] = 1;
         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
     }
 
     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
         /* The specular color has no alpha */
-        col[0] = 1.0; col[1] = 1.0;
-        col[2] = 1.0; col[3] = 0.0;
+        col[0] = 1.0f; col[1] = 1.0f;
+        col[2] = 1.0f; col[3] = 0.0f;
     } else {
-        col[0] = 0.0; col[1] = 0.0;
-        col[2] = 0.0; col[3] = 0.0;
+        col[0] = 0.0f; col[1] = 0.0f;
+        col[2] = 0.0f; col[3] = 0.0f;
     }
     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
 }
 
-static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     float mat[2][2];
 
     if (use_ps(stateblock))
     {
-        if(stage != 0 &&
-           ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
+        if (stage != 0
+                && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
+        {
             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
              * anyway
              */
@@ -2446,7 +5209,7 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, W
             return;
         }
     } else if(device->shader_backend == &arb_program_shader_backend) {
-        device->activeContext->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
+        context->pshader_const_dirty[ARB_FFP_CONST_BUMPMAT(stage)] = 1;
         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_BUMPMAT(stage) + 1);
     }
 
@@ -2459,15 +5222,17 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])");
 }
 
-static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     float param[4];
 
     if (use_ps(stateblock))
     {
-        if(stage != 0 &&
-           ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
+        if (stage != 0
+                && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+        {
             /* The pixel shader has to know the luminance offset. Do a constants update if it
              * isn't scheduled anyway
              */
@@ -2481,20 +5246,21 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
             return;
         }
     } else if(device->shader_backend == &arb_program_shader_backend) {
-        device->activeContext->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
+        context->pshader_const_dirty[ARB_FFP_CONST_LUMINANCE(stage)] = 1;
         device->highest_dirty_ps_const = max(device->highest_dirty_ps_const, ARB_FFP_CONST_LUMINANCE(stage) + 1);
     }
 
     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
-    param[2] = 0.0;
-    param[3] = 0.0;
+    param[2] = 0.0f;
+    param[3] = 0.0f;
 
     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
 }
 
-static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
+static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
+{
     const char *ret;
 
     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
@@ -2565,8 +5331,9 @@ static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int
     return ret;
 }
 
-static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
-                          DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
+static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
+        BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
+{
     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
     unsigned int mul = 1;
     BOOL mul_final_dest = FALSE;
@@ -2707,7 +5474,7 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
 {
     unsigned int stage;
-    SHADER_BUFFER buffer;
+    struct wined3d_shader_buffer buffer;
     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
@@ -2770,7 +5537,11 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
     }
 
     /* Shader header */
-    shader_buffer_init(&buffer);
+    if (!shader_buffer_init(&buffer))
+    {
+        ERR("Failed to initialize shader buffer.\n");
+        return 0;
+    }
 
     shader_addline(&buffer, "!!ARBfp1.0\n");
 
@@ -2809,6 +5580,8 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
                        srgb_sub_high, 0.0, 0.0, 0.0);
     }
 
+    if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
+
     /* Generate texture sampling instructions) */
     for(stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3DTOP_DISABLE; stage++) {
         if(!tex_read[stage]) continue;
@@ -2935,8 +5708,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
 
     if(settings->sRGB_write) {
         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
-        arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg");
-        shader_addline(&buffer, "MOV result.color.w, ret.w;\n");
+        arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
     } else {
         shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
     }
@@ -2959,7 +5731,8 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
     return ret;
 }
 
-static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     struct shader_arb_priv *priv = device->fragment_priv;
     BOOL use_pshader = use_ps(stateblock);
@@ -2979,7 +5752,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
             state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
             state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
         } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
-            device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
+            device->shader_backend->shader_select(context, use_pshader, use_vshader);
         }
         return;
     }
@@ -2987,7 +5760,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
     if(!use_pshader) {
         /* Find or create a shader implementing the fixed function pipeline settings, then activate it */
         gen_ffp_frag_op(stateblock, &settings, FALSE);
-        desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
+        desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
         if(!desc) {
             struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
             if (!new_desc)
@@ -3003,7 +5776,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
 
             memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
             new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
-            add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
+            add_ffp_frag_shader(&priv->fragment_shaders, &new_desc->parent);
             TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
             desc = new_desc;
         }
@@ -3039,7 +5812,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
      * shader handler
      */
     if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
-        device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
+        device->shader_backend->shader_select(context, use_pshader, use_vshader);
 
         if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
             device->StateTable[STATE_VERTEXSHADERCONSTANT].apply(STATE_VERTEXSHADERCONSTANT, stateblock, context);
@@ -3056,7 +5829,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
  * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
  * fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
  */
-static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     enum fogsource new_source;
 
     TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
@@ -3086,7 +5860,8 @@ static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     }
 }
 
-static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
     if(!isStateDirty(context, STATE_PIXELSHADER)) {
         fragment_prog_arbfp(state, stateblock, context);
     }
@@ -3095,154 +5870,154 @@ static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
 #undef GLINFO_LOCATION
 
 static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
-    {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, 0                               },
-    {STATE_SAMPLER(0),                                    { STATE_SAMPLER(0),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(1),                                    { STATE_SAMPLER(1),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(2),                                    { STATE_SAMPLER(2),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(3),                                    { STATE_SAMPLER(3),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(4),                                    { STATE_SAMPLER(4),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(5),                                    { STATE_SAMPLER(5),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(6),                                    { STATE_SAMPLER(6),                                   sampler_texdim          }, 0                               },
-    {STATE_SAMPLER(7),                                    { STATE_SAMPLER(7),                                   sampler_texdim          }, 0                               },
-    {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, 0                               },
-    {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, 0                               },
-    {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, 0                               },
-    {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, 0                               },
-    {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, 0                               },
-    {0 /* Terminate */,                                   { 0,                                                  0                       }, 0                               },
+    {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_arbfp   }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),           { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),         { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),      { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     set_bumpmat_arbfp       }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlum_arbfp    }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(0),                                    { STATE_SAMPLER(0),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(1),                                    { STATE_SAMPLER(1),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(2),                                    { STATE_SAMPLER(2),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(3),                                    { STATE_SAMPLER(3),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(4),                                    { STATE_SAMPLER(4),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(5),                                    { STATE_SAMPLER(5),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(6),                                    { STATE_SAMPLER(6),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_SAMPLER(7),                                    { STATE_SAMPLER(7),                                   sampler_texdim          }, WINED3D_GL_EXT_NONE             },
+    {STATE_PIXELSHADER,                                   { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGENABLE),                   { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGTABLEMODE),                { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  state_arbfp_fog         }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_PIXELSHADER,                                  fragment_prog_arbfp     }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_FOGDENSITY),                  { STATE_RENDER(WINED3DRS_FOGDENSITY),                 state_fogdensity        }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform      }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_SPECULARENABLE),              { STATE_RENDER(WINED3DRS_SPECULARENABLE),             state_arb_specularenable}, WINED3D_GL_EXT_NONE             },
+    {0 /* Terminate */,                                   { 0,                                                  0                       }, WINED3D_GL_EXT_NONE             },
 };
 
 const struct fragment_pipeline arbfp_fragment_pipeline = {
@@ -3272,6 +6047,8 @@ static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
     }
     return WINED3D_OK;
 }
+
+/* Context activation is done by the caller. */
 static void arbfp_blit_free(IWineD3DDevice *iface) {
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
     struct arbfp_blit_priv *priv = device->blit_priv;
@@ -3283,11 +6060,12 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
     GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
     GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
-    checkGLcall("Delete yuv programs\n");
+    checkGLcall("Delete yuv programs");
     LEAVE_GL();
 }
 
-static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
+static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
+        GLenum textype, char *luminance)
 {
     char chroma;
     const char *tex, *texinstr;
@@ -3374,7 +6152,7 @@ static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup,
     return TRUE;
 }
 
-static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
+static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
 {
     const char *tex;
 
@@ -3425,7 +6203,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
      */
     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
-                   2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
+            2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
 
     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
     /* the chroma planes have only half the width */
@@ -3520,15 +6298,20 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
     return TRUE;
 }
 
+/* Context activation is done by the caller. */
 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
 {
     GLenum shader;
-    SHADER_BUFFER buffer;
+    struct wined3d_shader_buffer buffer;
     char luminance_component;
     struct arbfp_blit_priv *priv = device->blit_priv;
 
     /* Shader header */
-    shader_buffer_init(&buffer);
+    if (!shader_buffer_init(&buffer))
+    {
+        ERR("Failed to initialize shader buffer.\n");
+        return 0;
+    }
 
     ENTER_GL();
     GL_EXTCALL(glGenProgramsARB(1, &shader));
@@ -3656,6 +6439,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu
     return shader;
 }
 
+/* Context activation is done by the caller. */
 static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
         GLenum textype, UINT width, UINT height)
 {
@@ -3716,6 +6500,7 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, const struct GlPixelFormatD
     return WINED3D_OK;
 }
 
+/* Context activation is done by the caller. */
 static void arbfp_blit_unset(IWineD3DDevice *iface) {
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;