profiles/mojoshader_profile_glsl.c
changeset 1199 b8ece252a201
child 1200 eb1e5280a5a9
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/profiles/mojoshader_profile_glsl.c	Tue Apr 23 14:43:10 2019 -0400
@@ -0,0 +1,2307 @@
+/**
+ * MojoShader; generate shader programs from bytecode of compiled
+ *  Direct3D shaders.
+ *
+ * Please see the file LICENSE.txt in the source's root directory.
+ *
+ *  This file written by Ryan C. Gordon.
+ */
+
+#pragma GCC visibility push(hidden)
+
+#define __MOJOSHADER_INTERNAL__ 1
+#include "mojoshader_profile.h"
+
+#if SUPPORT_PROFILE_GLSL
+
+#define EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(op) \
+    void emit_GLSL_##op(Context *ctx) { \
+        fail(ctx, #op " unimplemented in glsl profile"); \
+    }
+
+static inline const char *get_GLSL_register_string(Context *ctx,
+                        const RegisterType regtype, const int regnum,
+                        char *regnum_str, const size_t regnum_size)
+{
+    // turns out these are identical at the moment.
+    return get_D3D_register_string(ctx,regtype,regnum,regnum_str,regnum_size);
+} // get_GLSL_register_string
+
+const char *get_GLSL_uniform_type(Context *ctx, const RegisterType rtype)
+{
+    switch (rtype)
+    {
+        case REG_TYPE_CONST: return "vec4";
+        case REG_TYPE_CONSTINT: return "ivec4";
+        case REG_TYPE_CONSTBOOL: return "bool";
+        default: fail(ctx, "BUG: used a uniform we don't know how to define.");
+    } // switch
+
+    return NULL;
+} // get_GLSL_uniform_type
+
+const char *get_GLSL_varname_in_buf(Context *ctx, RegisterType rt,
+                                    int regnum, char *buf,
+                                    const size_t len)
+{
+    char regnum_str[16];
+    const char *regtype_str = get_GLSL_register_string(ctx, rt, regnum,
+                                              regnum_str, sizeof (regnum_str));
+    snprintf(buf,len,"%s_%s%s", ctx->shader_type_str, regtype_str, regnum_str);
+    return buf;
+} // get_GLSL_varname_in_buf
+
+
+const char *get_GLSL_varname(Context *ctx, RegisterType rt, int regnum)
+{
+    char buf[64];
+    get_GLSL_varname_in_buf(ctx, rt, regnum, buf, sizeof (buf));
+    return StrDup(ctx, buf);
+} // get_GLSL_varname
+
+
+static inline const char *get_GLSL_const_array_varname_in_buf(Context *ctx,
+                                                const int base, const int size,
+                                                char *buf, const size_t buflen)
+{
+    const char *type = ctx->shader_type_str;
+    snprintf(buf, buflen, "%s_const_array_%d_%d", type, base, size);
+    return buf;
+} // get_GLSL_const_array_varname_in_buf
+
+const char *get_GLSL_const_array_varname(Context *ctx, int base, int size)
+{
+    char buf[64];
+    get_GLSL_const_array_varname_in_buf(ctx, base, size, buf, sizeof (buf));
+    return StrDup(ctx, buf);
+} // get_GLSL_const_array_varname
+
+
+static inline const char *get_GLSL_input_array_varname(Context *ctx,
+                                                char *buf, const size_t buflen)
+{
+    snprintf(buf, buflen, "%s", "vertex_input_array");
+    return buf;
+} // get_GLSL_input_array_varname
+
+
+const char *get_GLSL_uniform_array_varname(Context *ctx,
+                                           const RegisterType regtype,
+                                           char *buf, const size_t len)
+{
+    const char *shadertype = ctx->shader_type_str;
+    const char *type = get_GLSL_uniform_type(ctx, regtype);
+    snprintf(buf, len, "%s_uniforms_%s", shadertype, type);
+    return buf;
+} // get_GLSL_uniform_array_varname
+
+const char *get_GLSL_destarg_varname(Context *ctx, char *buf, size_t len)
+{
+    const DestArgInfo *arg = &ctx->dest_arg;
+    return get_GLSL_varname_in_buf(ctx, arg->regtype, arg->regnum, buf, len);
+} // get_GLSL_destarg_varname
+
+const char *get_GLSL_srcarg_varname(Context *ctx, const size_t idx,
+                                    char *buf, size_t len)
+{
+    if (idx >= STATICARRAYLEN(ctx->source_args))
+    {
+        fail(ctx, "Too many source args");
+        *buf = '\0';
+        return buf;
+    } // if
+
+    const SourceArgInfo *arg = &ctx->source_args[idx];
+    return get_GLSL_varname_in_buf(ctx, arg->regtype, arg->regnum, buf, len);
+} // get_GLSL_srcarg_varname
+
+
+const char *make_GLSL_destarg_assign(Context *, char *, const size_t,
+                                     const char *, ...) ISPRINTF(4,5);
+
+const char *make_GLSL_destarg_assign(Context *ctx, char *buf,
+                                     const size_t buflen,
+                                     const char *fmt, ...)
+{
+    int need_parens = 0;
+    const DestArgInfo *arg = &ctx->dest_arg;
+
+    if (arg->writemask == 0)
+    {
+        *buf = '\0';
+        return buf;  // no writemask? It's a no-op.
+    } // if
+
+    char clampbuf[32] = { '\0' };
+    const char *clampleft = "";
+    const char *clampright = "";
+    if (arg->result_mod & MOD_SATURATE)
+    {
+        const int vecsize = vecsize_from_writemask(arg->writemask);
+        clampleft = "clamp(";
+        if (vecsize == 1)
+            clampright = ", 0.0, 1.0)";
+        else
+        {
+            snprintf(clampbuf, sizeof (clampbuf),
+                     ", vec%d(0.0), vec%d(1.0))", vecsize, vecsize);
+            clampright = clampbuf;
+        } // else
+    } // if
+
+    // MSDN says MOD_PP is a hint and many implementations ignore it. So do we.
+
+    // CENTROID only allowed in DCL opcodes, which shouldn't come through here.
+    assert((arg->result_mod & MOD_CENTROID) == 0);
+
+    if (ctx->predicated)
+    {
+        fail(ctx, "predicated destinations unsupported");  // !!! FIXME
+        *buf = '\0';
+        return buf;
+    } // if
+
+    char operation[256];
+    va_list ap;
+    va_start(ap, fmt);
+    const int len = vsnprintf(operation, sizeof (operation), fmt, ap);
+    va_end(ap);
+    if (len >= sizeof (operation))
+    {
+        fail(ctx, "operation string too large");  // I'm lazy.  :P
+        *buf = '\0';
+        return buf;
+    } // if
+
+    const char *result_shift_str = "";
+    switch (arg->result_shift)
+    {
+        case 0x1: result_shift_str = " * 2.0"; break;
+        case 0x2: result_shift_str = " * 4.0"; break;
+        case 0x3: result_shift_str = " * 8.0"; break;
+        case 0xD: result_shift_str = " / 8.0"; break;
+        case 0xE: result_shift_str = " / 4.0"; break;
+        case 0xF: result_shift_str = " / 2.0"; break;
+    } // switch
+    need_parens |= (result_shift_str[0] != '\0');
+
+    char regnum_str[16];
+    const char *regtype_str = get_GLSL_register_string(ctx, arg->regtype,
+                                                       arg->regnum, regnum_str,
+                                                       sizeof (regnum_str));
+    char writemask_str[6];
+    size_t i = 0;
+    const int scalar = isscalar(ctx, ctx->shader_type, arg->regtype, arg->regnum);
+    if (!scalar && !writemask_xyzw(arg->writemask))
+    {
+        writemask_str[i++] = '.';
+        if (arg->writemask0) writemask_str[i++] = 'x';
+        if (arg->writemask1) writemask_str[i++] = 'y';
+        if (arg->writemask2) writemask_str[i++] = 'z';
+        if (arg->writemask3) writemask_str[i++] = 'w';
+    } // if
+    writemask_str[i] = '\0';
+    assert(i < sizeof (writemask_str));
+
+    const char *leftparen = (need_parens) ? "(" : "";
+    const char *rightparen = (need_parens) ? ")" : "";
+
+    snprintf(buf, buflen, "%s_%s%s%s = %s%s%s%s%s%s;",
+             ctx->shader_type_str, regtype_str, regnum_str, writemask_str,
+             clampleft, leftparen, operation, rightparen, result_shift_str,
+             clampright);
+    // !!! FIXME: make sure the scratch buffer was large enough.
+    return buf;
+} // make_GLSL_destarg_assign
+
+
+char *make_GLSL_swizzle_string(char *swiz_str, const size_t strsize,
+                               const int swizzle, const int writemask)
+{
+    size_t i = 0;
+    if ( (!no_swizzle(swizzle)) || (!writemask_xyzw(writemask)) )
+    {
+        const int writemask0 = (writemask >> 0) & 0x1;
+        const int writemask1 = (writemask >> 1) & 0x1;
+        const int writemask2 = (writemask >> 2) & 0x1;
+        const int writemask3 = (writemask >> 3) & 0x1;
+
+        const int swizzle_x = (swizzle >> 0) & 0x3;
+        const int swizzle_y = (swizzle >> 2) & 0x3;
+        const int swizzle_z = (swizzle >> 4) & 0x3;
+        const int swizzle_w = (swizzle >> 6) & 0x3;
+
+        swiz_str[i++] = '.';
+        if (writemask0) swiz_str[i++] = swizzle_channels[swizzle_x];
+        if (writemask1) swiz_str[i++] = swizzle_channels[swizzle_y];
+        if (writemask2) swiz_str[i++] = swizzle_channels[swizzle_z];
+        if (writemask3) swiz_str[i++] = swizzle_channels[swizzle_w];
+    } // if
+    assert(i < strsize);
+    swiz_str[i] = '\0';
+    return swiz_str;
+} // make_GLSL_swizzle_string
+
+
+const char *make_GLSL_srcarg_string(Context *ctx, const size_t idx,
+                                    const int writemask, char *buf,
+                                    const size_t buflen)
+{
+    *buf = '\0';
+
+    if (idx >= STATICARRAYLEN(ctx->source_args))
+    {
+        fail(ctx, "Too many source args");
+        return buf;
+    } // if
+
+    const SourceArgInfo *arg = &ctx->source_args[idx];
+
+    const char *premod_str = "";
+    const char *postmod_str = "";
+    switch (arg->src_mod)
+    {
+        case SRCMOD_NEGATE:
+            premod_str = "-";
+            break;
+
+        case SRCMOD_BIASNEGATE:
+            premod_str = "-(";
+            postmod_str = " - 0.5)";
+            break;
+
+        case SRCMOD_BIAS:
+            premod_str = "(";
+            postmod_str = " - 0.5)";
+            break;
+
+        case SRCMOD_SIGNNEGATE:
+            premod_str = "-((";
+            postmod_str = " - 0.5) * 2.0)";
+            break;
+
+        case SRCMOD_SIGN:
+            premod_str = "((";
+            postmod_str = " - 0.5) * 2.0)";
+            break;
+
+        case SRCMOD_COMPLEMENT:
+            premod_str = "(1.0 - ";
+            postmod_str = ")";
+            break;
+
+        case SRCMOD_X2NEGATE:
+            premod_str = "-(";
+            postmod_str = " * 2.0)";
+            break;
+
+        case SRCMOD_X2:
+            premod_str = "(";
+            postmod_str = " * 2.0)";
+            break;
+
+        case SRCMOD_DZ:
+            fail(ctx, "SRCMOD_DZ unsupported"); return buf; // !!! FIXME
+            postmod_str = "_dz";
+            break;
+
+        case SRCMOD_DW:
+            fail(ctx, "SRCMOD_DW unsupported"); return buf; // !!! FIXME
+            postmod_str = "_dw";
+            break;
+
+        case SRCMOD_ABSNEGATE:
+            premod_str = "-abs(";
+            postmod_str = ")";
+            break;
+
+        case SRCMOD_ABS:
+            premod_str = "abs(";
+            postmod_str = ")";
+            break;
+
+        case SRCMOD_NOT:
+            premod_str = "!";
+            break;
+
+        case SRCMOD_NONE:
+        case SRCMOD_TOTAL:
+             break;  // stop compiler whining.
+    } // switch
+
+    const char *regtype_str = NULL;
+
+    if (!arg->relative)
+    {
+        regtype_str = get_GLSL_varname_in_buf(ctx, arg->regtype, arg->regnum,
+                                              (char *) alloca(64), 64);
+    } // if
+
+    const char *rel_lbracket = "";
+    char rel_offset[32] = { '\0' };
+    const char *rel_rbracket = "";
+    char rel_swizzle[4] = { '\0' };
+    const char *rel_regtype_str = "";
+    if (arg->relative)
+    {
+        if (arg->regtype == REG_TYPE_INPUT)
+            regtype_str=get_GLSL_input_array_varname(ctx,(char*)alloca(64),64);
+        else
+        {
+            assert(arg->regtype == REG_TYPE_CONST);
+            const int arrayidx = arg->relative_array->index;
+            const int offset = arg->regnum - arrayidx;
+            assert(offset >= 0);
+            if (arg->relative_array->constant)
+            {
+                const int arraysize = arg->relative_array->count;
+                regtype_str = get_GLSL_const_array_varname_in_buf(ctx,
+                                arrayidx, arraysize, (char *) alloca(64), 64);
+                if (offset != 0)
+                    snprintf(rel_offset, sizeof (rel_offset), "%d + ", offset);
+            } // if
+            else
+            {
+                regtype_str = get_GLSL_uniform_array_varname(ctx, arg->regtype,
+                                                      (char *) alloca(64), 64);
+                if (offset == 0)
+                {
+                    snprintf(rel_offset, sizeof (rel_offset),
+                             "ARRAYBASE_%d + ", arrayidx);
+                } // if
+                else
+                {
+                    snprintf(rel_offset, sizeof (rel_offset),
+                             "(ARRAYBASE_%d + %d) + ", arrayidx, offset);
+                } // else
+            } // else
+        } // else
+
+        rel_lbracket = "[";
+
+        if (arg->relative_regtype == REG_TYPE_LOOP)
+        {
+            rel_regtype_str = "aL";
+            rel_swizzle[0] = '\0';
+            rel_swizzle[1] = '\0';
+            rel_swizzle[2] = '\0';
+        } // if
+        else
+        {
+            rel_regtype_str = get_GLSL_varname_in_buf(ctx, arg->relative_regtype,
+                                                      arg->relative_regnum,
+                                                      (char *) alloca(64), 64);
+            rel_swizzle[0] = '.';
+            rel_swizzle[1] = swizzle_channels[arg->relative_component];
+            rel_swizzle[2] = '\0';
+        } // else
+        rel_rbracket = "]";
+    } // if
+
+    char swiz_str[6] = { '\0' };
+    if (!isscalar(ctx, ctx->shader_type, arg->regtype, arg->regnum))
+    {
+        make_GLSL_swizzle_string(swiz_str, sizeof (swiz_str),
+                                 arg->swizzle, writemask);
+    } // if
+
+    if (regtype_str == NULL)
+    {
+        fail(ctx, "Unknown source register type.");
+        return buf;
+    } // if
+
+    snprintf(buf, buflen, "%s%s%s%s%s%s%s%s%s",
+             premod_str, regtype_str, rel_lbracket, rel_offset,
+             rel_regtype_str, rel_swizzle, rel_rbracket, swiz_str,
+             postmod_str);
+    // !!! FIXME: make sure the scratch buffer was large enough.
+    return buf;
+} // make_GLSL_srcarg_string
+
+// generate some convenience functions.
+#define MAKE_GLSL_SRCARG_STRING_(mask, bitmask) \
+    static inline const char *make_GLSL_srcarg_string_##mask(Context *ctx, \
+                                                const size_t idx, char *buf, \
+                                                const size_t buflen) { \
+        return make_GLSL_srcarg_string(ctx, idx, bitmask, buf, buflen); \
+    }
+MAKE_GLSL_SRCARG_STRING_(x, (1 << 0))
+MAKE_GLSL_SRCARG_STRING_(y, (1 << 1))
+MAKE_GLSL_SRCARG_STRING_(z, (1 << 2))
+MAKE_GLSL_SRCARG_STRING_(w, (1 << 3))
+MAKE_GLSL_SRCARG_STRING_(scalar, (1 << 0))
+MAKE_GLSL_SRCARG_STRING_(full, 0xF)
+MAKE_GLSL_SRCARG_STRING_(masked, ctx->dest_arg.writemask)
+MAKE_GLSL_SRCARG_STRING_(vec3, 0x7)
+MAKE_GLSL_SRCARG_STRING_(vec2, 0x3)
+#undef MAKE_GLSL_SRCARG_STRING_
+
+// special cases for comparison opcodes...
+
+const char *get_GLSL_comparison_string_scalar(Context *ctx)
+{
+    const char *comps[] = { "", ">", "==", ">=", "<", "!=", "<=" };
+    if (ctx->instruction_controls >= STATICARRAYLEN(comps))
+    {
+        fail(ctx, "unknown comparison control");
+        return "";
+    } // if
+
+    return comps[ctx->instruction_controls];
+} // get_GLSL_comparison_string_scalar
+
+const char *get_GLSL_comparison_string_vector(Context *ctx)
+{
+    const char *comps[] = {
+        "", "greaterThan", "equal", "greaterThanEqual", "lessThan",
+        "notEqual", "lessThanEqual"
+    };
+
+    if (ctx->instruction_controls >= STATICARRAYLEN(comps))
+    {
+        fail(ctx, "unknown comparison control");
+        return "";
+    } // if
+
+    return comps[ctx->instruction_controls];
+} // get_GLSL_comparison_string_vector
+
+
+void emit_GLSL_start(Context *ctx, const char *profilestr)
+{
+    if (!shader_is_vertex(ctx) && !shader_is_pixel(ctx))
+    {
+        failf(ctx, "Shader type %u unsupported in this profile.",
+              (uint) ctx->shader_type);
+        return;
+    } // if
+
+    else if (strcmp(profilestr, MOJOSHADER_PROFILE_GLSL) == 0)
+    {
+        // No gl_FragData[] before GLSL 1.10, so we have to force the version.
+        push_output(ctx, &ctx->preflight);
+        output_line(ctx, "#version 110");
+        pop_output(ctx);
+    } // else if
+
+    #if SUPPORT_PROFILE_GLSL120
+    else if (strcmp(profilestr, MOJOSHADER_PROFILE_GLSL120) == 0)
+    {
+        ctx->profile_supports_glsl120 = 1;
+        push_output(ctx, &ctx->preflight);
+        output_line(ctx, "#version 120");
+        pop_output(ctx);
+    } // else if
+    #endif
+
+    #if SUPPORT_PROFILE_GLSLES
+    else if (strcmp(profilestr, MOJOSHADER_PROFILE_GLSLES) == 0)
+    {
+        ctx->profile_supports_glsles = 1;
+        push_output(ctx, &ctx->preflight);
+        output_line(ctx, "#version 100");
+        if (shader_is_vertex(ctx))
+            output_line(ctx, "precision highp float;");
+        else
+            output_line(ctx, "precision mediump float;");
+        output_line(ctx, "precision mediump int;");
+        pop_output(ctx);
+    } // else if
+    #endif
+
+    else
+    {
+        failf(ctx, "Profile '%s' unsupported or unknown.", profilestr);
+        return;
+    } // else
+
+    push_output(ctx, &ctx->mainline_intro);
+    output_line(ctx, "void main()");
+    output_line(ctx, "{");
+    pop_output(ctx);
+
+    set_output(ctx, &ctx->mainline);
+    ctx->indent++;
+} // emit_GLSL_start
+
+void emit_GLSL_RET(Context *ctx);
+void emit_GLSL_end(Context *ctx)
+{
+    // ps_1_* writes color to r0 instead oC0. We move it to the right place.
+    // We don't have to worry about a RET opcode messing this up, since
+    //  RET isn't available before ps_2_0.
+    if (shader_is_pixel(ctx) && !shader_version_atleast(ctx, 2, 0))
+    {
+        const char *shstr = ctx->shader_type_str;
+        set_used_register(ctx, REG_TYPE_COLOROUT, 0, 1);
+        output_line(ctx, "%s_oC0 = %s_r0;", shstr, shstr);
+    } // if
+    else if (shader_is_vertex(ctx))
+    {
+#ifdef MOJOSHADER_FLIP_RENDERTARGET
+        output_line(ctx, "gl_Position.y = gl_Position.y * vpFlip;");
+#endif
+#ifdef MOJOSHADER_DEPTH_CLIPPING
+        output_line(ctx, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;");
+#endif
+    } // else if
+
+    // force a RET opcode if we're at the end of the stream without one.
+    if (ctx->previous_opcode != OPCODE_RET)
+        emit_GLSL_RET(ctx);
+} // emit_GLSL_end
+
+void emit_GLSL_phase(Context *ctx)
+{
+    // no-op in GLSL.
+} // emit_GLSL_phase
+
+void output_GLSL_uniform_array(Context *ctx, const RegisterType regtype,
+                               const int size)
+{
+    if (size > 0)
+    {
+        char buf[64];
+        get_GLSL_uniform_array_varname(ctx, regtype, buf, sizeof (buf));
+        const char *typ;
+        switch (regtype)
+        {
+            case REG_TYPE_CONST: typ = "vec4"; break;
+            case REG_TYPE_CONSTINT: typ ="ivec4"; break;
+            case REG_TYPE_CONSTBOOL: typ = "bool"; break;
+            default:
+            {
+                fail(ctx, "BUG: used a uniform we don't know how to define.");
+                return;
+            } // default
+        } // switch
+        output_line(ctx, "uniform %s %s[%d];", typ, buf, size);
+    } // if
+} // output_GLSL_uniform_array
+
+void emit_GLSL_finalize(Context *ctx)
+{
+    // throw some blank lines around to make source more readable.
+    push_output(ctx, &ctx->globals);
+    output_blank_line(ctx);
+    pop_output(ctx);
+
+    // If we had a relative addressing of REG_TYPE_INPUT, we need to build
+    //  an array for it at the start of main(). GLSL doesn't let you specify
+    //  arrays of attributes.
+    //vec4 blah_array[BIGGEST_ARRAY];
+    if (ctx->have_relative_input_registers) // !!! FIXME
+        fail(ctx, "Relative addressing of input registers not supported.");
+
+    push_output(ctx, &ctx->preflight);
+    output_GLSL_uniform_array(ctx, REG_TYPE_CONST, ctx->uniform_float4_count);
+    output_GLSL_uniform_array(ctx, REG_TYPE_CONSTINT, ctx->uniform_int4_count);
+    output_GLSL_uniform_array(ctx, REG_TYPE_CONSTBOOL, ctx->uniform_bool_count);
+#ifdef MOJOSHADER_FLIP_RENDERTARGET
+    if (shader_is_vertex(ctx))
+        output_line(ctx, "uniform float vpFlip;");
+#endif
+    pop_output(ctx);
+} // emit_GLSL_finalize
+
+void emit_GLSL_global(Context *ctx, RegisterType regtype, int regnum)
+{
+    char varname[64];
+    get_GLSL_varname_in_buf(ctx, regtype, regnum, varname, sizeof (varname));
+
+    push_output(ctx, &ctx->globals);
+    switch (regtype)
+    {
+        case REG_TYPE_ADDRESS:
+            if (shader_is_vertex(ctx))
+                output_line(ctx, "ivec4 %s;", varname);
+            else if (shader_is_pixel(ctx))  // actually REG_TYPE_TEXTURE.
+            {
+                // We have to map texture registers to temps for ps_1_1, since
+                //  they work like temps, initialize with tex coords, and the
+                //  ps_1_1 TEX opcode expects to overwrite it.
+                if (!shader_version_atleast(ctx, 1, 4))
+                {
+#if SUPPORT_PROFILE_GLSLES
+                    // GLSL ES does not have gl_TexCoord
+                    if (support_glsles(ctx))
+                        output_line(ctx, "vec4 %s = io_%i_%i;",
+                                    varname, MOJOSHADER_USAGE_TEXCOORD, regnum);
+                    else
+#endif
+                    output_line(ctx, "vec4 %s = gl_TexCoord[%d];",
+                                varname, regnum);
+                } // if
+            } // else if
+            break;
+        case REG_TYPE_PREDICATE:
+            output_line(ctx, "bvec4 %s;", varname);
+            break;
+        case REG_TYPE_TEMP:
+            output_line(ctx, "vec4 %s;", varname);
+            break;
+        case REG_TYPE_LOOP:
+            break; // no-op. We declare these in for loops at the moment.
+        case REG_TYPE_LABEL:
+            break; // no-op. If we see it here, it means we optimized it out.
+        default:
+            fail(ctx, "BUG: we used a register we don't know how to define.");
+            break;
+    } // switch
+    pop_output(ctx);
+} // emit_GLSL_global
+
+void emit_GLSL_array(Context *ctx, VariableList *var)
+{
+    // All uniforms (except constant arrays, which only get pushed once at
+    //  compile time) are now packed into a single array, so we can batch
+    //  the uniform transfers. So this doesn't actually define an array
+    //  here; the one, big array is emitted during finalization instead.
+    // However, we need to #define the offset into the one, big array here,
+    //  and let dereferences use that #define.
+    const int base = var->index;
+    const int glslbase = ctx->uniform_float4_count;
+    push_output(ctx, &ctx->globals);
+    output_line(ctx, "#define ARRAYBASE_%d %d", base, glslbase);
+    pop_output(ctx);
+    var->emit_position = glslbase;
+} // emit_GLSL_array
+
+void emit_GLSL_const_array(Context *ctx, const ConstantsList *clist,
+                           int base, int size)
+{
+    char varname[64];
+    get_GLSL_const_array_varname_in_buf(ctx,base,size,varname,sizeof(varname));
+
+#if 0
+    // !!! FIXME: fails on Nvidia's and Apple's GL, even with #version 120.
+    // !!! FIXME:  (the 1.20 spec says it should work, though, I think...)
+    if (support_glsl120(ctx))
+    {
+        // GLSL 1.20 can do constant arrays.
+        const char *cstr = NULL;
+        push_output(ctx, &ctx->globals);
+        output_line(ctx, "const vec4 %s[%d] = vec4[%d](", varname, size, size);
+        ctx->indent++;
+
+        int i;
+        for (i = 0; i < size; i++)
+        {
+            while (clist->constant.type != MOJOSHADER_UNIFORM_FLOAT)
+                clist = clist->next;
+            assert(clist->constant.index == (base + i));
+
+            char val0[32];
+            char val1[32];
+            char val2[32];
+            char val3[32];
+            floatstr(ctx, val0, sizeof (val0), clist->constant.value.f[0], 1);
+            floatstr(ctx, val1, sizeof (val1), clist->constant.value.f[1], 1);
+            floatstr(ctx, val2, sizeof (val2), clist->constant.value.f[2], 1);
+            floatstr(ctx, val3, sizeof (val3), clist->constant.value.f[3], 1);
+
+            output_line(ctx, "vec4(%s, %s, %s, %s)%s", val0, val1, val2, val3,
+                        (i < (size-1)) ? "," : "");
+
+            clist = clist->next;
+        } // for
+
+        ctx->indent--;
+        output_line(ctx, ");");
+        pop_output(ctx);
+    } // if
+
+    else
+#endif
+    {
+        // stock GLSL 1.0 can't do constant arrays, so make a uniform array
+        //  and have the OpenGL glue assign it at link time. Lame!
+        push_output(ctx, &ctx->globals);
+        output_line(ctx, "uniform vec4 %s[%d];", varname, size);
+        pop_output(ctx);
+    } // else
+} // emit_GLSL_const_array
+
+void emit_GLSL_uniform(Context *ctx, RegisterType regtype, int regnum,
+                       const VariableList *var)
+{
+    // Now that we're pushing all the uniforms as one big array, pack these
+    //  down, so if we only use register c439, it'll actually map to
+    //  glsl_uniforms_vec4[0]. As we push one big array, this will prevent
+    //  uploading unused data.
+
+    char varname[64];
+    char name[64];
+    int index = 0;
+
+    get_GLSL_varname_in_buf(ctx, regtype, regnum, varname, sizeof (varname));
+
+    push_output(ctx, &ctx->globals);
+
+    if (var == NULL)
+    {
+        get_GLSL_uniform_array_varname(ctx, regtype, name, sizeof (name));
+
+        if (regtype == REG_TYPE_CONST)
+            index = ctx->uniform_float4_count;
+        else if (regtype == REG_TYPE_CONSTINT)
+            index = ctx->uniform_int4_count;
+        else if (regtype == REG_TYPE_CONSTBOOL)
+            index = ctx->uniform_bool_count;
+        else  // get_GLSL_uniform_array_varname() would have called fail().
+            assert(!(ctx->isfail));
+
+        output_line(ctx, "#define %s %s[%d]", varname, name, index);
+    } // if
+
+    else
+    {
+        const int arraybase = var->index;
+        if (var->constant)
+        {
+            get_GLSL_const_array_varname_in_buf(ctx, arraybase, var->count,
+                                                name, sizeof (name));
+            index = (regnum - arraybase);
+        } // if
+        else
+        {
+            assert(var->emit_position != -1);
+            get_GLSL_uniform_array_varname(ctx, regtype, name, sizeof (name));
+            index = (regnum - arraybase) + var->emit_position;
+        } // else
+
+        output_line(ctx, "#define %s %s[%d]", varname, name, index);
+    } // else
+
+    pop_output(ctx);
+} // emit_GLSL_uniform
+
+void emit_GLSL_sampler(Context *ctx,int stage,TextureType ttype,int tb)
+{
+    const char *type = "";
+    switch (ttype)
+    {
+        case TEXTURE_TYPE_2D: type = "sampler2D"; break;
+        case TEXTURE_TYPE_CUBE: type = "samplerCube"; break;
+        case TEXTURE_TYPE_VOLUME: type = "sampler3D"; break;
+        default: fail(ctx, "BUG: used a sampler we don't know how to define.");
+    } // switch
+
+    char var[64];
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, stage, var, sizeof (var));
+
+    push_output(ctx, &ctx->globals);
+    output_line(ctx, "uniform %s %s;", type, var);
+    if (tb)  // This sampler used a ps_1_1 TEXBEM opcode?
+    {
+        char name[64];
+        const int index = ctx->uniform_float4_count;
+        ctx->uniform_float4_count += 2;
+        get_GLSL_uniform_array_varname(ctx, REG_TYPE_CONST, name, sizeof (name));
+        output_line(ctx, "#define %s_texbem %s[%d]", var, name, index);
+        output_line(ctx, "#define %s_texbeml %s[%d]", var, name, index+1);
+    } // if
+    pop_output(ctx);
+} // emit_GLSL_sampler
+
+void emit_GLSL_attribute(Context *ctx, RegisterType regtype, int regnum,
+                         MOJOSHADER_usage usage, int index, int wmask,
+                         int flags)
+{
+    // !!! FIXME: this function doesn't deal with write masks at all yet!
+    const char *usage_str = NULL;
+    const char *arrayleft = "";
+    const char *arrayright = "";
+    char index_str[16] = { '\0' };
+    char var[64];
+
+    get_GLSL_varname_in_buf(ctx, regtype, regnum, var, sizeof (var));
+
+    //assert((flags & MOD_PP) == 0);  // !!! FIXME: is PP allowed?
+
+    if (index != 0)  // !!! FIXME: a lot of these MUST be zero.
+        snprintf(index_str, sizeof (index_str), "%u", (uint) index);
+
+    if (shader_is_vertex(ctx))
+    {
+        // pre-vs3 output registers.
+        // these don't ever happen in DCL opcodes, I think. Map to vs_3_*
+        //  output registers.
+        if (!shader_version_atleast(ctx, 3, 0))
+        {
+            if (regtype == REG_TYPE_RASTOUT)
+            {
+                regtype = REG_TYPE_OUTPUT;
+                index = regnum;
+                switch ((const RastOutType) regnum)
+                {
+                    case RASTOUT_TYPE_POSITION:
+                        usage = MOJOSHADER_USAGE_POSITION;
+                        break;
+                    case RASTOUT_TYPE_FOG:
+                        usage = MOJOSHADER_USAGE_FOG;
+                        break;
+                    case RASTOUT_TYPE_POINT_SIZE:
+                        usage = MOJOSHADER_USAGE_POINTSIZE;
+                        break;
+                } // switch
+            } // if
+
+            else if (regtype == REG_TYPE_ATTROUT)
+            {
+                regtype = REG_TYPE_OUTPUT;
+                usage = MOJOSHADER_USAGE_COLOR;
+                index = regnum;
+            } // else if
+
+            else if (regtype == REG_TYPE_TEXCRDOUT)
+            {
+                regtype = REG_TYPE_OUTPUT;
+                usage = MOJOSHADER_USAGE_TEXCOORD;
+                index = regnum;
+            } // else if
+        } // if
+
+        // to avoid limitations of various GL entry points for input
+        // attributes (glSecondaryColorPointer() can only take 3 component
+        // items, glVertexPointer() can't do GL_UNSIGNED_BYTE, many other
+        // issues), we set up all inputs as generic vertex attributes, so we
+        // can pass data in just about any form, and ignore the built-in GLSL
+        // attributes like gl_SecondaryColor. Output needs to use the the
+        // built-ins, though, but we don't have to worry about the GL entry
+        // point limitations there.
+
+        if (regtype == REG_TYPE_INPUT)
+        {
+            push_output(ctx, &ctx->globals);
+            output_line(ctx, "attribute vec4 %s;", var);
+            pop_output(ctx);
+        } // if
+
+        else if (regtype == REG_TYPE_OUTPUT)
+        {
+            switch (usage)
+            {
+                case MOJOSHADER_USAGE_POSITION:
+                    if (index == 0)
+                    {
+                        usage_str = "gl_Position";
+                    } // if
+                    break;
+                case MOJOSHADER_USAGE_POINTSIZE:
+                    usage_str = "gl_PointSize";
+                    break;
+                case MOJOSHADER_USAGE_COLOR:
+#if SUPPORT_PROFILE_GLSLES
+                    if (support_glsles(ctx))
+                        break; // GLSL ES does not have gl_FrontColor
+#endif
+                    index_str[0] = '\0';  // no explicit number.
+                    if (index == 0)
+                    {
+                        usage_str = "gl_FrontColor";
+                    } // if
+                    else if (index == 1)
+                    {
+                        usage_str = "gl_FrontSecondaryColor";
+                    } // else if
+                    break;
+                case MOJOSHADER_USAGE_FOG:
+                    usage_str = "gl_FogFragCoord";
+                    break;
+                case MOJOSHADER_USAGE_TEXCOORD:
+#if SUPPORT_PROFILE_GLSLES
+                    if (support_glsles(ctx))
+                        break; // GLSL ES does not have gl_TexCoord
+#endif
+                    snprintf(index_str, sizeof (index_str), "%u", (uint) index);
+                    usage_str = "gl_TexCoord";
+                    arrayleft = "[";
+                    arrayright = "]";
+                    break;
+                default:
+                    // !!! FIXME: we need to deal with some more built-in varyings here.
+                    break;
+            } // switch
+
+            // !!! FIXME: the #define is a little hacky, but it means we don't
+            // !!! FIXME:  have to track these separately if this works.
+            push_output(ctx, &ctx->globals);
+            // no mapping to built-in var? Just make it a regular global, pray.
+            if (usage_str == NULL)
+            {
+#if SUPPORT_PROFILE_GLSLES
+                if (support_glsles(ctx))
+                    output_line(ctx, "varying highp vec4 io_%i_%i;", usage, index);
+                else
+#endif
+                output_line(ctx, "varying vec4 io_%i_%i;", usage, index);
+                output_line(ctx, "#define %s io_%i_%i", var, usage, index);
+            } // if
+            else
+            {
+                output_line(ctx, "#define %s %s%s%s%s", var, usage_str,
+                            arrayleft, index_str, arrayright);
+            } // else
+            pop_output(ctx);
+        } // else if
+
+        else
+        {
+            fail(ctx, "unknown vertex shader attribute register");
+        } // else
+    } // if
+
+    else if (shader_is_pixel(ctx))
+    {
+        // samplers DCLs get handled in emit_GLSL_sampler().
+
+        if (flags & MOD_CENTROID)  // !!! FIXME
+        {
+            failf(ctx, "centroid unsupported in %s profile", ctx->profile->name);
+            return;
+        } // if
+
+        if (regtype == REG_TYPE_COLOROUT)
+        {
+            if (!ctx->have_multi_color_outputs)
+                usage_str = "gl_FragColor";  // maybe faster?
+            else
+            {
+                snprintf(index_str, sizeof (index_str), "%u", (uint) regnum);
+                usage_str = "gl_FragData";
+                arrayleft = "[";
+                arrayright = "]";
+            } // else
+        } // if
+
+        else if (regtype == REG_TYPE_DEPTHOUT)
+            usage_str = "gl_FragDepth";
+
+        // !!! FIXME: can you actualy have a texture register with COLOR usage?
+        else if ((regtype == REG_TYPE_TEXTURE) || (regtype == REG_TYPE_INPUT))
+        {
+#if SUPPORT_PROFILE_GLSLES
+            if (!support_glsles(ctx))
+            {
+#endif
+            if (usage == MOJOSHADER_USAGE_TEXCOORD)
+            {
+                // ps_1_1 does a different hack for this attribute.
+                //  Refer to emit_GLSL_global()'s REG_TYPE_ADDRESS code.
+                if (shader_version_atleast(ctx, 1, 4))
+                {
+                    snprintf(index_str, sizeof (index_str), "%u", (uint) index);
+                    usage_str = "gl_TexCoord";
+                    arrayleft = "[";
+                    arrayright = "]";
+                } // if
+            } // if
+
+            else if (usage == MOJOSHADER_USAGE_COLOR)
+            {
+                index_str[0] = '\0';  // no explicit number.
+                if (index == 0)
+                {
+                    usage_str = "gl_Color";
+                } // if
+                else if (index == 1)
+                {
+                    usage_str = "gl_SecondaryColor";
+                } // else if
+                // FIXME: Does this even matter when we have varyings? -flibit
+                // else
+                //    fail(ctx, "unsupported color index");
+            } // else if
+#if SUPPORT_PROFILE_GLSLES
+            } // if
+#endif
+        } // else if
+
+        else if (regtype == REG_TYPE_MISCTYPE)
+        {
+            const MiscTypeType mt = (MiscTypeType) regnum;
+            if (mt == MISCTYPE_TYPE_FACE)
+            {
+                push_output(ctx, &ctx->globals);
+                output_line(ctx, "float %s = gl_FrontFacing ? 1.0 : -1.0;", var);
+                pop_output(ctx);
+            } // if
+            else if (mt == MISCTYPE_TYPE_POSITION)
+            {
+                index_str[0] = '\0';  // no explicit number.
+                usage_str = "gl_FragCoord";  // !!! FIXME: is this the same coord space as D3D?
+            } // else if
+            else
+            {
+                fail(ctx, "BUG: unhandled misc register");
+            } // else
+        } // else if
+
+        else
+        {
+            fail(ctx, "unknown pixel shader attribute register");
+        } // else
+
+        push_output(ctx, &ctx->globals);
+        // no mapping to built-in var? Just make it a regular global, pray.
+        if (usage_str == NULL)
+        {
+#if SUPPORT_PROFILE_GLSLES
+            if (support_glsles(ctx))
+                output_line(ctx, "varying highp vec4 io_%i_%i;", usage, index);
+            else
+#endif
+            output_line(ctx, "varying vec4 io_%i_%i;", usage, index);
+            output_line(ctx, "#define %s io_%i_%i", var, usage, index);
+        } // if
+        else
+        {
+            output_line(ctx, "#define %s %s%s%s%s", var, usage_str,
+                        arrayleft, index_str, arrayright);
+        } // else
+        pop_output(ctx);
+    } // else if
+
+    else
+    {
+        fail(ctx, "Unknown shader type");  // state machine should catch this.
+    } // else
+} // emit_GLSL_attribute
+
+void emit_GLSL_NOP(Context *ctx)
+{
+    // no-op is a no-op.  :)
+} // emit_GLSL_NOP
+
+void emit_GLSL_MOV(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "%s", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_MOV
+
+void emit_GLSL_ADD(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "%s + %s", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_ADD
+
+void emit_GLSL_SUB(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "%s - %s", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_SUB
+
+void emit_GLSL_MAD(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char src2[64]; make_GLSL_srcarg_string_masked(ctx, 2, src2, sizeof (src2));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "(%s * %s) + %s", src0, src1, src2);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_MAD
+
+void emit_GLSL_MUL(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "%s * %s", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_MUL
+
+void emit_GLSL_RCP(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "1.0 / %s", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_RCP
+
+void emit_GLSL_RSQ(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "inversesqrt(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_RSQ
+
+void emit_GLSL_dotprod(Context *ctx, const char *src0, const char *src1,
+                       const char *extra)
+{
+    const int vecsize = vecsize_from_writemask(ctx->dest_arg.writemask);
+    char castleft[16] = { '\0' };
+    const char *castright = "";
+    if (vecsize != 1)
+    {
+        snprintf(castleft, sizeof (castleft), "vec%d(", vecsize);
+        castright = ")";
+    } // if
+
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "%sdot(%s, %s)%s%s",
+                             castleft, src0, src1, extra, castright);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_dotprod
+
+void emit_GLSL_DP3(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_vec3(ctx, 1, src1, sizeof (src1));
+    emit_GLSL_dotprod(ctx, src0, src1, "");
+} // emit_GLSL_DP3
+
+void emit_GLSL_DP4(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_full(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_full(ctx, 1, src1, sizeof (src1));
+    emit_GLSL_dotprod(ctx, src0, src1, "");
+} // emit_GLSL_DP4
+
+void emit_GLSL_MIN(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "min(%s, %s)", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_MIN
+
+void emit_GLSL_MAX(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "max(%s, %s)", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_MAX
+
+void emit_GLSL_SLT(Context *ctx)
+{
+    const int vecsize = vecsize_from_writemask(ctx->dest_arg.writemask);
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+
+    // float(bool) or vec(bvec) results in 0.0 or 1.0, like SLT wants.
+    if (vecsize == 1)
+        make_GLSL_destarg_assign(ctx, code, sizeof (code), "float(%s < %s)", src0, src1);
+    else
+    {
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "vec%d(lessThan(%s, %s))",
+                                 vecsize, src0, src1);
+    } // else
+    output_line(ctx, "%s", code);
+} // emit_GLSL_SLT
+
+void emit_GLSL_SGE(Context *ctx)
+{
+    const int vecsize = vecsize_from_writemask(ctx->dest_arg.writemask);
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+
+    // float(bool) or vec(bvec) results in 0.0 or 1.0, like SGE wants.
+    if (vecsize == 1)
+    {
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "float(%s >= %s)", src0, src1);
+    } // if
+    else
+    {
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "vec%d(greaterThanEqual(%s, %s))",
+                                 vecsize, src0, src1);
+    } // else
+    output_line(ctx, "%s", code);
+} // emit_GLSL_SGE
+
+void emit_GLSL_EXP(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "exp2(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_EXP
+
+void emit_GLSL_LOG(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "log2(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_LOG
+
+void emit_GLSL_LIT_helper(Context *ctx)
+{
+    const char *maxp = "127.9961"; // value from the dx9 reference.
+
+    if (ctx->glsl_generated_lit_helper)
+        return;
+
+    ctx->glsl_generated_lit_helper = 1;
+
+    push_output(ctx, &ctx->helpers);
+    output_line(ctx, "vec4 LIT(const vec4 src)");
+    output_line(ctx, "{"); ctx->indent++;
+    output_line(ctx,   "float power = clamp(src.w, -%s, %s);",maxp,maxp);
+    output_line(ctx,   "vec4 retval = vec4(1.0, 0.0, 0.0, 1.0);");
+    output_line(ctx,   "if (src.x > 0.0) {"); ctx->indent++;
+    output_line(ctx,     "retval.y = src.x;");
+    output_line(ctx,     "if (src.y > 0.0) {"); ctx->indent++;
+    output_line(ctx,       "retval.z = pow(src.y, power);"); ctx->indent--;
+    output_line(ctx,     "}"); ctx->indent--;
+    output_line(ctx,   "}");
+    output_line(ctx,   "return retval;"); ctx->indent--;
+    output_line(ctx, "}");
+    output_blank_line(ctx);
+    pop_output(ctx);
+} // emit_GLSL_LIT_helper
+
+void emit_GLSL_LIT(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_full(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    emit_GLSL_LIT_helper(ctx);
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "LIT(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_LIT
+
+void emit_GLSL_DST(Context *ctx)
+{
+    // !!! FIXME: needs to take ctx->dst_arg.writemask into account.
+    char src0_y[64]; make_GLSL_srcarg_string_y(ctx, 0, src0_y, sizeof (src0_y));
+    char src1_y[64]; make_GLSL_srcarg_string_y(ctx, 1, src1_y, sizeof (src1_y));
+    char src0_z[64]; make_GLSL_srcarg_string_z(ctx, 0, src0_z, sizeof (src0_z));
+    char src1_w[64]; make_GLSL_srcarg_string_w(ctx, 1, src1_w, sizeof (src1_w));
+
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                             "vec4(1.0, %s * %s, %s, %s)",
+                             src0_y, src1_y, src0_z, src1_w);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_DST
+
+void emit_GLSL_LRP(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char src2[64]; make_GLSL_srcarg_string_masked(ctx, 2, src2, sizeof (src2));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "mix(%s, %s, %s)",
+                             src2, src1, src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_LRP
+
+void emit_GLSL_FRC(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "fract(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_FRC
+
+void emit_GLSL_M4X4(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_full(ctx, 0, src0, sizeof (src0));
+    char row0[64]; make_GLSL_srcarg_string_full(ctx, 1, row0, sizeof (row0));
+    char row1[64]; make_GLSL_srcarg_string_full(ctx, 2, row1, sizeof (row1));
+    char row2[64]; make_GLSL_srcarg_string_full(ctx, 3, row2, sizeof (row2));
+    char row3[64]; make_GLSL_srcarg_string_full(ctx, 4, row3, sizeof (row3));
+    char code[256];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                    "vec4(dot(%s, %s), dot(%s, %s), dot(%s, %s), dot(%s, %s))",
+                    src0, row0, src0, row1, src0, row2, src0, row3);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_M4X4
+
+void emit_GLSL_M4X3(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_full(ctx, 0, src0, sizeof (src0));
+    char row0[64]; make_GLSL_srcarg_string_full(ctx, 1, row0, sizeof (row0));
+    char row1[64]; make_GLSL_srcarg_string_full(ctx, 2, row1, sizeof (row1));
+    char row2[64]; make_GLSL_srcarg_string_full(ctx, 3, row2, sizeof (row2));
+    char code[256];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                "vec3(dot(%s, %s), dot(%s, %s), dot(%s, %s))",
+                                src0, row0, src0, row1, src0, row2);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_M4X3
+
+void emit_GLSL_M3X4(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+    char row0[64]; make_GLSL_srcarg_string_vec3(ctx, 1, row0, sizeof (row0));
+    char row1[64]; make_GLSL_srcarg_string_vec3(ctx, 2, row1, sizeof (row1));
+    char row2[64]; make_GLSL_srcarg_string_vec3(ctx, 3, row2, sizeof (row2));
+    char row3[64]; make_GLSL_srcarg_string_vec3(ctx, 4, row3, sizeof (row3));
+
+    char code[256];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                "vec4(dot(%s, %s), dot(%s, %s), "
+                                     "dot(%s, %s), dot(%s, %s))",
+                                src0, row0, src0, row1,
+                                src0, row2, src0, row3);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_M3X4
+
+void emit_GLSL_M3X3(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+    char row0[64]; make_GLSL_srcarg_string_vec3(ctx, 1, row0, sizeof (row0));
+    char row1[64]; make_GLSL_srcarg_string_vec3(ctx, 2, row1, sizeof (row1));
+    char row2[64]; make_GLSL_srcarg_string_vec3(ctx, 3, row2, sizeof (row2));
+    char code[256];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                "vec3(dot(%s, %s), dot(%s, %s), dot(%s, %s))",
+                                src0, row0, src0, row1, src0, row2);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_M3X3
+
+void emit_GLSL_M3X2(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+    char row0[64]; make_GLSL_srcarg_string_vec3(ctx, 1, row0, sizeof (row0));
+    char row1[64]; make_GLSL_srcarg_string_vec3(ctx, 2, row1, sizeof (row1));
+
+    char code[256];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                "vec2(dot(%s, %s), dot(%s, %s))",
+                                src0, row0, src0, row1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_M3X2
+
+void emit_GLSL_CALL(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    if (ctx->loops > 0)
+        output_line(ctx, "%s(aL);", src0);
+    else
+        output_line(ctx, "%s();", src0);
+} // emit_GLSL_CALL
+
+void emit_GLSL_CALLNZ(Context *ctx)
+{
+    // !!! FIXME: if src1 is a constbool that's true, we can remove the
+    // !!! FIXME:  if. If it's false, we can make this a no-op.
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+
+    if (ctx->loops > 0)
+        output_line(ctx, "if (%s) { %s(aL); }", src1, src0);
+    else
+        output_line(ctx, "if (%s) { %s(); }", src1, src0);
+} // emit_GLSL_CALLNZ
+
+void emit_GLSL_LOOP(Context *ctx)
+{
+    // !!! FIXME: swizzle?
+    char var[64]; get_GLSL_srcarg_varname(ctx, 1, var, sizeof (var));
+    assert(ctx->source_args[0].regnum == 0);  // in case they add aL1 someday.
+    output_line(ctx, "{");
+    ctx->indent++;
+    output_line(ctx, "const int aLend = %s.x + %s.y;", var, var);
+    output_line(ctx, "for (int aL = %s.y; aL < aLend; aL += %s.z) {", var, var);
+    ctx->indent++;
+} // emit_GLSL_LOOP
+
+void emit_GLSL_RET(Context *ctx)
+{
+    // thankfully, the MSDN specs say a RET _has_ to end a function...no
+    //  early returns. So if you hit one, you know you can safely close
+    //  a high-level function.
+    ctx->indent--;
+    output_line(ctx, "}");
+    output_blank_line(ctx);
+    set_output(ctx, &ctx->subroutines);  // !!! FIXME: is this for LABEL? Maybe set it there so we don't allocate unnecessarily.
+} // emit_GLSL_RET
+
+void emit_GLSL_ENDLOOP(Context *ctx)
+{
+    ctx->indent--;
+    output_line(ctx, "}");
+    ctx->indent--;
+    output_line(ctx, "}");
+} // emit_GLSL_ENDLOOP
+
+void emit_GLSL_LABEL(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    const int label = ctx->source_args[0].regnum;
+    RegisterList *reg = reglist_find(&ctx->used_registers, REG_TYPE_LABEL, label);
+    assert(ctx->output == ctx->subroutines);  // not mainline, etc.
+    assert(ctx->indent == 0);  // we shouldn't be in the middle of a function.
+
+    // MSDN specs say CALL* has to come before the LABEL, so we know if we
+    //  can ditch the entire function here as unused.
+    if (reg == NULL)
+        set_output(ctx, &ctx->ignore);  // Func not used. Parse, but don't output.
+
+    // !!! FIXME: it would be nice if we could determine if a function is
+    // !!! FIXME:  only called once and, if so, forcibly inline it.
+
+    const char *uses_loopreg = ((reg) && (reg->misc == 1)) ? "int aL" : "";
+    output_line(ctx, "void %s(%s)", src0, uses_loopreg);
+    output_line(ctx, "{");
+    ctx->indent++;
+} // emit_GLSL_LABEL
+
+void emit_GLSL_DCL(Context *ctx)
+{
+    // no-op. We do this in our emit_attribute() and emit_uniform().
+} // emit_GLSL_DCL
+
+void emit_GLSL_POW(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                             "pow(abs(%s), %s)", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_POW
+
+void emit_GLSL_CRS(Context *ctx)
+{
+    // !!! FIXME: needs to take ctx->dst_arg.writemask into account.
+    char src0[64]; make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_vec3(ctx, 1, src1, sizeof (src1));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                             "cross(%s, %s)", src0, src1);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_CRS
+
+void emit_GLSL_SGN(Context *ctx)
+{
+    // (we don't need the temporary registers specified for the D3D opcode.)
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "sign(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_SGN
+
+void emit_GLSL_ABS(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "abs(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_ABS
+
+void emit_GLSL_NRM(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "normalize(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_NRM
+
+void emit_GLSL_SINCOS(Context *ctx)
+{
+    // we don't care about the temp registers that <= sm2 demands; ignore them.
+    //  sm2 also talks about what components are left untouched vs. undefined,
+    //  but we just leave those all untouched with GLSL write masks (which
+    //  would fulfill the "undefined" requirement, too).
+    const int mask = ctx->dest_arg.writemask;
+    char src0[64]; make_GLSL_srcarg_string_scalar(ctx, 0, src0, sizeof (src0));
+    char code[128] = { '\0' };
+
+    if (writemask_x(mask))
+        make_GLSL_destarg_assign(ctx, code, sizeof (code), "cos(%s)", src0);
+    else if (writemask_y(mask))
+        make_GLSL_destarg_assign(ctx, code, sizeof (code), "sin(%s)", src0);
+    else if (writemask_xy(mask))
+    {
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "vec2(cos(%s), sin(%s))", src0, src0);
+    } // else if
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_SINCOS
+
+void emit_GLSL_REP(Context *ctx)
+{
+    // !!! FIXME:
+    // msdn docs say legal loop values are 0 to 255. We can check DEFI values
+    //  at parse time, but if they are pulling a value from a uniform, do
+    //  we clamp here?
+    // !!! FIXME: swizzle is legal here, right?
+    char src0[64]; make_GLSL_srcarg_string_x(ctx, 0, src0, sizeof (src0));
+    const uint rep = (uint) ctx->reps;
+    output_line(ctx, "for (int rep%u = 0; rep%u < %s; rep%u++) {",
+                rep, rep, src0, rep);
+    ctx->indent++;
+} // emit_GLSL_REP
+
+void emit_GLSL_ENDREP(Context *ctx)
+{
+    ctx->indent--;
+    output_line(ctx, "}");
+} // emit_GLSL_ENDREP
+
+void emit_GLSL_IF(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_scalar(ctx, 0, src0, sizeof (src0));
+    output_line(ctx, "if (%s) {", src0);
+    ctx->indent++;
+} // emit_GLSL_IF
+
+void emit_GLSL_IFC(Context *ctx)
+{
+    const char *comp = get_GLSL_comparison_string_scalar(ctx);
+    char src0[64]; make_GLSL_srcarg_string_scalar(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_scalar(ctx, 1, src1, sizeof (src1));
+    output_line(ctx, "if (%s %s %s) {", src0, comp, src1);
+    ctx->indent++;
+} // emit_GLSL_IFC
+
+void emit_GLSL_ELSE(Context *ctx)
+{
+    ctx->indent--;
+    output_line(ctx, "} else {");
+    ctx->indent++;
+} // emit_GLSL_ELSE
+
+void emit_GLSL_ENDIF(Context *ctx)
+{
+    ctx->indent--;
+    output_line(ctx, "}");
+} // emit_GLSL_ENDIF
+
+void emit_GLSL_BREAK(Context *ctx)
+{
+    output_line(ctx, "break;");
+} // emit_GLSL_BREAK
+
+void emit_GLSL_BREAKC(Context *ctx)
+{
+    const char *comp = get_GLSL_comparison_string_scalar(ctx);
+    char src0[64]; make_GLSL_srcarg_string_scalar(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_scalar(ctx, 1, src1, sizeof (src1));
+    output_line(ctx, "if (%s %s %s) { break; }", src0, comp, src1);
+} // emit_GLSL_BREAKC
+
+void emit_GLSL_MOVA(Context *ctx)
+{
+    const int vecsize = vecsize_from_writemask(ctx->dest_arg.writemask);
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+
+    if (vecsize == 1)
+    {
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "int(floor(abs(%s) + 0.5) * sign(%s))",
+                                 src0, src0);
+    } // if
+
+    else
+    {
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                            "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s))",
+                            vecsize, src0, vecsize, src0);
+    } // else
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_MOVA
+
+void emit_GLSL_DEFB(Context *ctx)
+{
+    char varname[64]; get_GLSL_destarg_varname(ctx, varname, sizeof (varname));
+    push_output(ctx, &ctx->globals);
+    output_line(ctx, "const bool %s = %s;",
+                varname, ctx->dwords[0] ? "true" : "false");
+    pop_output(ctx);
+} // emit_GLSL_DEFB
+
+void emit_GLSL_DEFI(Context *ctx)
+{
+    char varname[64]; get_GLSL_destarg_varname(ctx, varname, sizeof (varname));
+    const int32 *x = (const int32 *) ctx->dwords;
+    push_output(ctx, &ctx->globals);
+    output_line(ctx, "const ivec4 %s = ivec4(%d, %d, %d, %d);",
+                varname, (int) x[0], (int) x[1], (int) x[2], (int) x[3]);
+    pop_output(ctx);
+} // emit_GLSL_DEFI
+
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXCRD)
+
+void emit_GLSL_TEXKILL(Context *ctx)
+{
+    char dst[64]; get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+    output_line(ctx, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;", dst);
+} // emit_GLSL_TEXKILL
+
+static void glsl_texld(Context *ctx, const int texldd)
+{
+    if (!shader_version_atleast(ctx, 1, 4))
+    {
+        DestArgInfo *info = &ctx->dest_arg;
+        char dst[64];
+        char sampler[64];
+        char code[128] = {0};
+
+        assert(!texldd);
+
+        RegisterList *sreg;
+        sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER, info->regnum);
+        const TextureType ttype = (TextureType) (sreg ? sreg->index : 0);
+
+        // !!! FIXME: this code counts on the register not having swizzles, etc.
+        get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+        get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                                sampler, sizeof (sampler));
+
+        if (ttype == TEXTURE_TYPE_2D)
+        {
+            make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                     "texture2D(%s, %s.xy)",
+                                     sampler, dst);
+        }
+        else if (ttype == TEXTURE_TYPE_CUBE)
+        {
+            make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                     "textureCube(%s, %s.xyz)",
+                                     sampler, dst);
+        }
+        else if (ttype == TEXTURE_TYPE_VOLUME)
+        {
+            make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                     "texture3D(%s, %s.xyz)",
+                                     sampler, dst);
+        }
+        else
+        {
+            fail(ctx, "unexpected texture type");
+        } // else
+        output_line(ctx, "%s", code);
+    } // if
+
+    else if (!shader_version_atleast(ctx, 2, 0))
+    {
+        // ps_1_4 is different, too!
+        fail(ctx, "TEXLD == Shader Model 1.4 unimplemented.");  // !!! FIXME
+        return;
+    } // else if
+
+    else
+    {
+        const SourceArgInfo *samp_arg = &ctx->source_args[1];
+        RegisterList *sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER,
+                                          samp_arg->regnum);
+        const char *funcname = NULL;
+        char src0[64] = { '\0' };
+        char src1[64]; get_GLSL_srcarg_varname(ctx, 1, src1, sizeof (src1)); // !!! FIXME: SRC_MOD?
+        char src2[64] = { '\0' };
+        char src3[64] = { '\0' };
+
+        if (sreg == NULL)
+        {
+            fail(ctx, "TEXLD using undeclared sampler");
+            return;
+        } // if
+
+        if (texldd)
+        {
+            if (sreg->index == TEXTURE_TYPE_2D)
+            {
+                make_GLSL_srcarg_string_vec2(ctx, 2, src2, sizeof (src2));
+                make_GLSL_srcarg_string_vec2(ctx, 3, src3, sizeof (src3));
+            } // if
+            else
+            {
+                assert((sreg->index == TEXTURE_TYPE_CUBE) || (sreg->index == TEXTURE_TYPE_VOLUME));
+                make_GLSL_srcarg_string_vec3(ctx, 2, src2, sizeof (src2));
+                make_GLSL_srcarg_string_vec3(ctx, 3, src3, sizeof (src3));
+            } // else
+        } // if
+
+        // !!! FIXME: can TEXLDD set instruction_controls?
+        // !!! FIXME: does the d3d bias value map directly to GLSL?
+        const char *biassep = "";
+        char bias[64] = { '\0' };
+        if (ctx->instruction_controls == CONTROL_TEXLDB)
+        {
+            biassep = ", ";
+            make_GLSL_srcarg_string_w(ctx, 0, bias, sizeof (bias));
+        } // if
+
+        switch ((const TextureType) sreg->index)
+        {
+            case TEXTURE_TYPE_2D:
+                if (ctx->instruction_controls == CONTROL_TEXLDP)
+                {
+                    funcname = "texture2DProj";
+                    make_GLSL_srcarg_string_full(ctx, 0, src0, sizeof (src0));
+                } // if
+                else  // texld/texldb
+                {
+                    funcname = "texture2D";
+                    make_GLSL_srcarg_string_vec2(ctx, 0, src0, sizeof (src0));
+                } // else
+                break;
+            case TEXTURE_TYPE_CUBE:
+                if (ctx->instruction_controls == CONTROL_TEXLDP)
+                    fail(ctx, "TEXLDP on a cubemap");  // !!! FIXME: is this legal?
+                funcname = "textureCube";
+                make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+                break;
+            case TEXTURE_TYPE_VOLUME:
+                if (ctx->instruction_controls == CONTROL_TEXLDP)
+                {
+                    funcname = "texture3DProj";
+                    make_GLSL_srcarg_string_full(ctx, 0, src0, sizeof (src0));
+                } // if
+                else  // texld/texldb
+                {
+                    funcname = "texture3D";
+                    make_GLSL_srcarg_string_vec3(ctx, 0, src0, sizeof (src0));
+                } // else
+                break;
+            default:
+                fail(ctx, "unknown texture type");
+                return;
+        } // switch
+
+        assert(!isscalar(ctx, ctx->shader_type, samp_arg->regtype, samp_arg->regnum));
+        char swiz_str[6] = { '\0' };
+        make_GLSL_swizzle_string(swiz_str, sizeof (swiz_str),
+                                 samp_arg->swizzle, ctx->dest_arg.writemask);
+
+        char code[128];
+        if (texldd)
+        {
+            make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                     "%sGrad(%s, %s, %s, %s)%s", funcname,
+                                     src1, src0, src2, src3, swiz_str);
+        } // if
+        else
+        {
+            make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                     "%s(%s, %s%s%s)%s", funcname,
+                                     src1, src0, biassep, bias, swiz_str);
+        } // else
+
+        output_line(ctx, "%s", code);
+    } // else
+} // glsl_texld
+
+void emit_GLSL_TEXLD(Context *ctx)
+{
+    glsl_texld(ctx, 0);
+} // emit_GLSL_TEXLD
+    
+
+void emit_GLSL_TEXBEM(Context *ctx)
+{
+    DestArgInfo *info = &ctx->dest_arg;
+    char dst[64]; get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+    char src[64]; get_GLSL_srcarg_varname(ctx, 0, src, sizeof (src));
+    char sampler[64];
+    char code[512];
+
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                            sampler, sizeof (sampler));
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "texture2D(%s, vec2(%s.x + (%s_texbem.x * %s.x) + (%s_texbem.z * %s.y),"
+        " %s.y + (%s_texbem.y * %s.x) + (%s_texbem.w * %s.y)))",
+        sampler,
+        dst, sampler, src, sampler, src,
+        dst, sampler, src, sampler, src);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXBEM
+
+
+void emit_GLSL_TEXBEML(Context *ctx)
+{
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    DestArgInfo *info = &ctx->dest_arg;
+    char dst[64]; get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+    char src[64]; get_GLSL_srcarg_varname(ctx, 0, src, sizeof (src));
+    char sampler[64];
+    char code[512];
+
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                            sampler, sizeof (sampler));
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "(texture2D(%s, vec2(%s.x + (%s_texbem.x * %s.x) + (%s_texbem.z * %s.y),"
+        " %s.y + (%s_texbem.y * %s.x) + (%s_texbem.w * %s.y)))) *"
+        " ((%s.z * %s_texbeml.x) + %s_texbem.y)",
+        sampler,
+        dst, sampler, src, sampler, src,
+        dst, sampler, src, sampler, src,
+        src, sampler, sampler);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXBEML
+
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXREG2AR) // !!! FIXME
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXREG2GB) // !!! FIXME
+
+
+void emit_GLSL_TEXM3X2PAD(Context *ctx)
+{
+    // no-op ... work happens in emit_GLSL_TEXM3X2TEX().
+} // emit_GLSL_TEXM3X2PAD
+
+void emit_GLSL_TEXM3X2TEX(Context *ctx)
+{
+    if (ctx->texm3x2pad_src0 == -1)
+        return;
+
+    DestArgInfo *info = &ctx->dest_arg;
+    char dst[64];
+    char src0[64];
+    char src1[64];
+    char src2[64];
+    char sampler[64];
+    char code[512];
+
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                            sampler, sizeof (sampler));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x2pad_src0,
+                            src0, sizeof (src0));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x2pad_dst0,
+                            src1, sizeof (src1));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->source_args[0].regnum,
+                            src2, sizeof (src2));
+    get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "texture2D(%s, vec2(dot(%s.xyz, %s.xyz), dot(%s.xyz, %s.xyz)))",
+        sampler, src0, src1, src2, dst);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXM3X2TEX
+
+void emit_GLSL_TEXM3X3PAD(Context *ctx)
+{
+    // no-op ... work happens in emit_GLSL_TEXM3X3*().
+} // emit_GLSL_TEXM3X3PAD
+
+void emit_GLSL_TEXM3X3TEX(Context *ctx)
+{
+    if (ctx->texm3x3pad_src1 == -1)
+        return;
+
+    DestArgInfo *info = &ctx->dest_arg;
+    char dst[64];
+    char src0[64];
+    char src1[64];
+    char src2[64];
+    char src3[64];
+    char src4[64];
+    char sampler[64];
+    char code[512];
+
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                            sampler, sizeof (sampler));
+
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst0,
+                            src0, sizeof (src0));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src0,
+                            src1, sizeof (src1));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst1,
+                            src2, sizeof (src2));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src1,
+                            src3, sizeof (src3));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->source_args[0].regnum,
+                            src4, sizeof (src4));
+    get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+
+    RegisterList *sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER,
+                                      info->regnum);
+    const TextureType ttype = (TextureType) (sreg ? sreg->index : 0);
+    const char *ttypestr = (ttype == TEXTURE_TYPE_CUBE) ? "Cube" : "3D";
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "texture%s(%s,"
+            " vec3(dot(%s.xyz, %s.xyz),"
+            " dot(%s.xyz, %s.xyz),"
+            " dot(%s.xyz, %s.xyz)))",
+        ttypestr, sampler, src0, src1, src2, src3, dst, src4);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXM3X3TEX
+
+void emit_GLSL_TEXM3X3SPEC_helper(Context *ctx)
+{
+    if (ctx->glsl_generated_texm3x3spec_helper)
+        return;
+
+    ctx->glsl_generated_texm3x3spec_helper = 1;
+
+    push_output(ctx, &ctx->helpers);
+    output_line(ctx, "vec3 TEXM3X3SPEC_reflection(const vec3 normal, const vec3 eyeray)");
+    output_line(ctx, "{"); ctx->indent++;
+    output_line(ctx,   "return (2.0 * ((normal * eyeray) / (normal * normal)) * normal) - eyeray;"); ctx->indent--;
+    output_line(ctx, "}");
+    output_blank_line(ctx);
+    pop_output(ctx);
+} // emit_GLSL_TEXM3X3SPEC_helper
+
+void emit_GLSL_TEXM3X3SPEC(Context *ctx)
+{
+    if (ctx->texm3x3pad_src1 == -1)
+        return;
+
+    DestArgInfo *info = &ctx->dest_arg;
+    char dst[64];
+    char src0[64];
+    char src1[64];
+    char src2[64];
+    char src3[64];
+    char src4[64];
+    char src5[64];
+    char sampler[64];
+    char code[512];
+
+    emit_GLSL_TEXM3X3SPEC_helper(ctx);
+
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                            sampler, sizeof (sampler));
+
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst0,
+                            src0, sizeof (src0));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src0,
+                            src1, sizeof (src1));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst1,
+                            src2, sizeof (src2));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src1,
+                            src3, sizeof (src3));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->source_args[0].regnum,
+                            src4, sizeof (src4));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->source_args[1].regnum,
+                            src5, sizeof (src5));
+    get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+
+    RegisterList *sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER,
+                                      info->regnum);
+    const TextureType ttype = (TextureType) (sreg ? sreg->index : 0);
+    const char *ttypestr = (ttype == TEXTURE_TYPE_CUBE) ? "Cube" : "3D";
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "texture%s(%s, "
+            "TEXM3X3SPEC_reflection("
+                "vec3("
+                    "dot(%s.xyz, %s.xyz), "
+                    "dot(%s.xyz, %s.xyz), "
+                    "dot(%s.xyz, %s.xyz)"
+                "),"
+                "%s.xyz,"
+            ")"
+        ")",
+        ttypestr, sampler, src0, src1, src2, src3, dst, src4, src5);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXM3X3SPEC
+
+void emit_GLSL_TEXM3X3VSPEC(Context *ctx)
+{
+    if (ctx->texm3x3pad_src1 == -1)
+        return;
+
+    DestArgInfo *info = &ctx->dest_arg;
+    char dst[64];
+    char src0[64];
+    char src1[64];
+    char src2[64];
+    char src3[64];
+    char src4[64];
+    char sampler[64];
+    char code[512];
+
+    emit_GLSL_TEXM3X3SPEC_helper(ctx);
+
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_SAMPLER, info->regnum,
+                            sampler, sizeof (sampler));
+
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst0,
+                            src0, sizeof (src0));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src0,
+                            src1, sizeof (src1));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst1,
+                            src2, sizeof (src2));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src1,
+                            src3, sizeof (src3));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->source_args[0].regnum,
+                            src4, sizeof (src4));
+    get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+
+    RegisterList *sreg = reglist_find(&ctx->samplers, REG_TYPE_SAMPLER,
+                                      info->regnum);
+    const TextureType ttype = (TextureType) (sreg ? sreg->index : 0);
+    const char *ttypestr = (ttype == TEXTURE_TYPE_CUBE) ? "Cube" : "3D";
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "texture%s(%s, "
+            "TEXM3X3SPEC_reflection("
+                "vec3("
+                    "dot(%s.xyz, %s.xyz), "
+                    "dot(%s.xyz, %s.xyz), "
+                    "dot(%s.xyz, %s.xyz)"
+                "), "
+                "vec3(%s.w, %s.w, %s.w)"
+            ")"
+        ")",
+        ttypestr, sampler, src0, src1, src2, src3, dst, src4, src0, src2, dst);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXM3X3VSPEC
+
+void emit_GLSL_EXPP(Context *ctx)
+{
+    // !!! FIXME: msdn's asm docs don't list this opcode, I'll have to check the driver documentation.
+    emit_GLSL_EXP(ctx);  // I guess this is just partial precision EXP?
+} // emit_GLSL_EXPP
+
+void emit_GLSL_LOGP(Context *ctx)
+{
+    // LOGP is just low-precision LOG, but we'll take the higher precision.
+    emit_GLSL_LOG(ctx);
+} // emit_GLSL_LOGP
+
+// common code between CMP and CND.
+void emit_GLSL_comparison_operations(Context *ctx, const char *cmp)
+{
+    int i, j;
+    DestArgInfo *dst = &ctx->dest_arg;
+    const SourceArgInfo *srcarg0 = &ctx->source_args[0];
+    const int origmask = dst->writemask;
+    int used_swiz[4] = { 0, 0, 0, 0 };
+    const int writemask[4] = { dst->writemask0, dst->writemask1,
+                               dst->writemask2, dst->writemask3 };
+    const int src0swiz[4] = { srcarg0->swizzle_x, srcarg0->swizzle_y,
+                              srcarg0->swizzle_z, srcarg0->swizzle_w };
+
+    for (i = 0; i < 4; i++)
+    {
+        int mask = (1 << i);
+
+        if (!writemask[i]) continue;
+        if (used_swiz[i]) continue;
+
+        // This is a swizzle we haven't checked yet.
+        used_swiz[i] = 1;
+
+        // see if there are any other elements swizzled to match (.yyyy)
+        for (j = i + 1; j < 4; j++)
+        {
+            if (!writemask[j]) continue;
+            if (src0swiz[i] != src0swiz[j]) continue;
+            mask |= (1 << j);
+            used_swiz[j] = 1;
+        } // for
+
+        // okay, (mask) should be the writemask of swizzles we like.
+
+        //return make_GLSL_srcarg_string(ctx, idx, (1 << 0));
+
+        char src0[64];
+        char src1[64];
+        char src2[64];
+        make_GLSL_srcarg_string(ctx, 0, (1 << i), src0, sizeof (src0));
+        make_GLSL_srcarg_string(ctx, 1, mask, src1, sizeof (src1));
+        make_GLSL_srcarg_string(ctx, 2, mask, src2, sizeof (src2));
+
+        set_dstarg_writemask(dst, mask);
+
+        char code[128];
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "((%s %s) ? %s : %s)",
+                                 src0, cmp, src1, src2);
+        output_line(ctx, "%s", code);
+    } // for
+
+    set_dstarg_writemask(dst, origmask);
+} // emit_GLSL_comparison_operations
+
+void emit_GLSL_CND(Context *ctx)
+{
+    emit_GLSL_comparison_operations(ctx, "> 0.5");
+} // emit_GLSL_CND
+
+void emit_GLSL_DEF(Context *ctx)
+{
+    const float *val = (const float *) ctx->dwords; // !!! FIXME: could be int?
+    char varname[64]; get_GLSL_destarg_varname(ctx, varname, sizeof (varname));
+    char val0[32]; floatstr(ctx, val0, sizeof (val0), val[0], 1);
+    char val1[32]; floatstr(ctx, val1, sizeof (val1), val[1], 1);
+    char val2[32]; floatstr(ctx, val2, sizeof (val2), val[2], 1);
+    char val3[32]; floatstr(ctx, val3, sizeof (val3), val[3], 1);
+
+    push_output(ctx, &ctx->globals);
+    output_line(ctx, "const vec4 %s = vec4(%s, %s, %s, %s);",
+                varname, val0, val1, val2, val3);
+    pop_output(ctx);
+} // emit_GLSL_DEF
+
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXREG2RGB) // !!! FIXME
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXDP3TEX) // !!! FIXME
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXM3X2DEPTH) // !!! FIXME
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXDP3) // !!! FIXME
+
+void emit_GLSL_TEXM3X3(Context *ctx)
+{
+    if (ctx->texm3x3pad_src1 == -1)
+        return;
+
+    char dst[64];
+    char src0[64];
+    char src1[64];
+    char src2[64];
+    char src3[64];
+    char src4[64];
+    char code[512];
+
+    // !!! FIXME: this code counts on the register not having swizzles, etc.
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst0,
+                            src0, sizeof (src0));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src0,
+                            src1, sizeof (src1));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_dst1,
+                            src2, sizeof (src2));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->texm3x3pad_src1,
+                            src3, sizeof (src3));
+    get_GLSL_varname_in_buf(ctx, REG_TYPE_TEXTURE, ctx->source_args[0].regnum,
+                            src4, sizeof (src4));
+    get_GLSL_destarg_varname(ctx, dst, sizeof (dst));
+
+    make_GLSL_destarg_assign(ctx, code, sizeof (code),
+        "vec4(dot(%s.xyz, %s.xyz), dot(%s.xyz, %s.xyz), dot(%s.xyz, %s.xyz), 1.0)",
+        src0, src1, src2, src3, dst, src4);
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_TEXM3X3
+
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(TEXDEPTH) // !!! FIXME
+
+void emit_GLSL_CMP(Context *ctx)
+{
+    emit_GLSL_comparison_operations(ctx, ">= 0.0");
+} // emit_GLSL_CMP
+
+EMIT_GLSL_OPCODE_UNIMPLEMENTED_FUNC(BEM) // !!! FIXME
+
+void emit_GLSL_DP2ADD(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_vec2(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_vec2(ctx, 1, src1, sizeof (src1));
+    char src2[64]; make_GLSL_srcarg_string_scalar(ctx, 2, src2, sizeof (src2));
+    char extra[64]; snprintf(extra, sizeof (extra), " + %s", src2);
+    emit_GLSL_dotprod(ctx, src0, src1, extra);
+} // emit_GLSL_DP2ADD
+
+void emit_GLSL_DSX(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "dFdx(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_DSX
+
+void emit_GLSL_DSY(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char code[128];
+    make_GLSL_destarg_assign(ctx, code, sizeof (code), "dFdy(%s)", src0);
+    output_line(ctx, "%s", code);
+} // emit_GLSL_DSY
+
+void emit_GLSL_TEXLDD(Context *ctx)
+{
+    // !!! FIXME:
+    // GLSL 1.30 introduced textureGrad() for this, but it looks like the
+    //  functions are overloaded instead of texture2DGrad() (etc).
+
+    // GL_shader_texture_lod and GL_EXT_gpu_shader4 added texture2DGrad*(),
+    //  so we'll use them if available. Failing that, we'll just fallback
+    //  to a regular texture2D call and hope the mipmap it chooses is close
+    //  enough.
+    if (!ctx->glsl_generated_texldd_setup)
+    {
+        ctx->glsl_generated_texldd_setup = 1;
+        push_output(ctx, &ctx->preflight);
+        output_line(ctx, "#if GL_ARB_shader_texture_lod");
+        output_line(ctx, "#extension GL_ARB_shader_texture_lod : enable");
+        output_line(ctx, "#define texture2DGrad texture2DGradARB");
+        output_line(ctx, "#define texture2DProjGrad texture2DProjARB");
+        output_line(ctx, "#elif GL_EXT_gpu_shader4");
+        output_line(ctx, "#extension GL_EXT_gpu_shader4 : enable");
+        output_line(ctx, "#else");
+        output_line(ctx, "#define texture2DGrad(a,b,c,d) texture2D(a,b)");
+        output_line(ctx, "#define texture2DProjGrad(a,b,c,d) texture2DProj(a,b)");
+        output_line(ctx, "#endif");
+        output_blank_line(ctx);
+        pop_output(ctx);
+    } // if
+
+    glsl_texld(ctx, 1);
+} // emit_GLSL_TEXLDD
+
+void emit_GLSL_SETP(Context *ctx)
+{
+    const int vecsize = vecsize_from_writemask(ctx->dest_arg.writemask);
+    char src0[64]; make_GLSL_srcarg_string_masked(ctx, 0, src0, sizeof (src0));
+    char src1[64]; make_GLSL_srcarg_string_masked(ctx, 1, src1, sizeof (src1));
+    char code[128];
+
+    // destination is always predicate register (which is type bvec4).
+    if (vecsize == 1)
+    {
+        const char *comp = get_GLSL_comparison_string_scalar(ctx);
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "(%s %s %s)", src0, comp, src1);
+    } // if
+    else
+    {
+        const char *comp = get_GLSL_comparison_string_vector(ctx);
+        make_GLSL_destarg_assign(ctx, code, sizeof (code),
+                                 "%s(%s, %s)", comp, src0, src1);
+    } // else
+
+    output_line(ctx, "%s", code);
+} // emit_GLSL_SETP
+
+void emit_GLSL_TEXLDL(Context *ctx)
+{
+    // !!! FIXME: The spec says we can't use GLSL's texture*Lod() built-ins
+    // !!! FIXME:  from fragment shaders for some inexplicable reason.
+    // !!! FIXME:  For now, you'll just have to suffer with the potentially
+    // !!! FIXME:  wrong mipmap until I can figure something out.
+    emit_GLSL_TEXLD(ctx);
+} // emit_GLSL_TEXLDL
+
+void emit_GLSL_BREAKP(Context *ctx)
+{
+    char src0[64]; make_GLSL_srcarg_string_scalar(ctx, 0, src0, sizeof (src0));
+    output_line(ctx, "if (%s) { break; }", src0);
+} // emit_GLSL_BREAKP
+
+void emit_GLSL_RESERVED(Context *ctx)
+{
+    // do nothing; fails in the state machine.
+} // emit_GLSL_RESERVED
+
+#endif  // SUPPORT_PROFILE_GLSL
+
+#pragma GCC visibility pop
\ No newline at end of file