wined3d: Group instruction context information together in struct wined3d_shader_context.
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index b5b5ad4..832976f 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -407,7 +407,7 @@
         const struct wined3d_shader_dst_param *dst, char *write_mask)
 {
     char *ptr = write_mask;
-    char vshader = shader_is_vshader_version(ins->reg_maps->shader_version);
+    char vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version);
 
     if (vshader && dst->register_type == WINED3DSPR_ADDR)
     {
@@ -559,7 +559,7 @@
     if ((param & WINED3DSP_SRCMOD_MASK) == WINED3DSPSM_NEG) strcat(str, " -");
     else strcat(str, " ");
 
-    shader_arb_get_register_name(ins->shader, shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK,
+    shader_arb_get_register_name(ins->ctx->shader, shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK,
             param & WINED3DSHADER_ADDRMODE_RELATIVE, register_name, &is_color);
     strcat(str, register_name);
 
@@ -576,7 +576,7 @@
 
     strcat(str, " ");
 
-    shader_arb_get_register_name(ins->shader, wined3d_dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, wined3d_dst->register_type,
             wined3d_dst->register_idx, wined3d_dst->has_rel_addr, register_name, &is_color);
     strcat(str, register_name);
 
@@ -655,10 +655,10 @@
 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)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
-    DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     const char *tex_type;
-    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
 
     switch(sampler_type) {
@@ -673,7 +673,8 @@
             } else {
                 tex_type = "2D";
             }
-            if(shader_is_pshader_version(ins->reg_maps->shader_version)) {
+            if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
+            {
                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");
@@ -705,9 +706,9 @@
         shader_addline(buffer, "TEX %s, %s, texture[%u], %s;\n", dst_str, coord_reg, sampler_idx, tex_type);
     }
 
-    if (shader_is_pshader_version(ins->reg_maps->shader_version))
+    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
     {
-        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)ins->shader;
+        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]);
     }
@@ -792,9 +793,9 @@
 
 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[2][50];
     char dst_wmask[20];
@@ -812,13 +813,13 @@
         }
     }
 
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_wmask);
     strcat(dst_name, dst_wmask);
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src_name[0]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[1], 1, src_name[1]);
 
     if(has_bumpmat) {
         /* Sampling the perturbation map in Tsrc was done already, including the signedness correction if needed */
@@ -836,7 +837,7 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_wmask[20];
     char dst_name[50];
     char src_name[3][50];
@@ -847,17 +848,17 @@
     /* FIXME: support output modifiers */
 
     /* Handle output register */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_wmask);
 
     /* Generate input register names (with modifiers) */
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[2], 2, src_name[2]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src_name[0]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[1], 1, src_name[1]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[2], 2, src_name[2]);
 
     /* The coissue flag changes the semantic of the cnd instruction in <= 1.3 shaders */
-    if (ins->reg_maps->shader_version <= WINED3DPS_VERSION(1, 3) && ins->coissue)
+    if (ins->ctx->reg_maps->shader_version <= WINED3DPS_VERSION(1, 3) && ins->coissue)
     {
         shader_addline(buffer, "MOV%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask, src_name[1]);
     } else {
@@ -872,7 +873,7 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_wmask[20];
     char dst_name[50];
     char src_name[3][50];
@@ -883,14 +884,14 @@
     /* FIXME: support output modifiers */
 
     /* Handle output register */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_wmask);
 
     /* Generate input register names (with modifiers) */
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[2], 2, src_name[2]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src_name[0]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[1], 1, src_name[1]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[2], 2, src_name[2]);
 
     shader_addline(buffer, "CMP%s %s%s, %s, %s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
                    src_name[0], src_name[2], src_name[1]);
@@ -904,7 +905,7 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_wmask[20];
     char dst_name[50];
     char src_name[3][50];
@@ -912,13 +913,13 @@
     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_wmask);
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name[0]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[1], 1, src_name[1]);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[2], 2, src_name[2]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src_name[0]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[1], 1, src_name[1]);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, 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]);
@@ -933,7 +934,7 @@
 /* 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     const DWORD *src = ins->src;
     const char *instruction;
     char arguments[256];
@@ -969,7 +970,7 @@
             break;
     }
 
-    if (shader_is_pshader_version(ins->reg_maps->shader_version))
+    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
     {
         /* Output token related */
         const struct wined3d_shader_dst_param *dst;
@@ -1011,11 +1012,11 @@
         /* Generate input register names (with modifiers) */
         for (i = 0; i < ins->src_count; ++i)
         {
-            pshader_gen_input_modifier_line(ins->shader, buffer, src[i], i, operands[i + 1]);
+            pshader_gen_input_modifier_line(ins->ctx->shader, buffer, src[i], i, operands[i + 1]);
         }
 
         /* Handle output register */
-        shader_arb_get_register_name(ins->shader, dst->register_type,
+        shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
                 dst->register_idx, dst->has_rel_addr, output_rname, &is_color);
         strcpy(operands[0], output_rname);
         shader_arb_get_write_mask(ins, dst, output_wmask);
@@ -1051,14 +1052,14 @@
 
 static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
 
-    if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
-            && !shader_is_pshader_version(ins->reg_maps->shader_version)
+    if ((WINED3DSHADER_VERSION_MAJOR(ins->ctx->reg_maps->shader_version) == 1
+            && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version)
             && ins->dst[0].register_type == WINED3DSPR_ADDR)
             || ins->handler_idx == WINED3DSIH_MOVA)
     {
-        SHADER_BUFFER *buffer = ins->buffer;
+        SHADER_BUFFER *buffer = ins->ctx->buffer;
         char src0_param[256];
 
         if (ins->handler_idx == WINED3DSIH_MOVA)
@@ -1099,15 +1100,15 @@
 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    DWORD shader_version = ins->reg_maps->shader_version;
-    SHADER_BUFFER *buffer = ins->buffer;
+    DWORD shader_version = ins->ctx->reg_maps->shader_version;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char reg_dest[40];
     BOOL is_color;
 
     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
      * but >= 2.0 honors it(undocumented, but tested by the d3d9 testsuit)
      */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, reg_dest, &is_color);
 
     if (shader_version >= WINED3DPS_VERSION(2,0))
@@ -1126,14 +1127,14 @@
 
 static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    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;
 
     const DWORD *src = ins->src;
-    SHADER_BUFFER* buffer = ins->buffer;
-    DWORD shader_version = ins->reg_maps->shader_version;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    DWORD shader_version = ins->ctx->reg_maps->shader_version;
     BOOL projected = FALSE, bias = FALSE;
 
     char reg_dest[40];
@@ -1141,7 +1142,7 @@
     DWORD reg_sampler_code;
 
     /* All versions have a destination register */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, reg_dest, &is_color);
 
     /* 1.0-1.3: Use destination register as coordinate source.
@@ -1149,7 +1150,7 @@
    if (shader_version < WINED3DPS_VERSION(1,4))
       strcpy(reg_coord, reg_dest);
    else
-      pshader_gen_input_modifier_line(ins->shader, buffer, src[0], 0, reg_coord);
+      pshader_gen_input_modifier_line(ins->ctx->shader, buffer, 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. */
@@ -1191,26 +1192,26 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
 
     char tmp[20];
     shader_arb_get_write_mask(ins, dst, tmp);
-    if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
+    if (ins->ctx->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
     {
         DWORD reg = dst->register_idx;
         shader_addline(buffer, "MOV_SAT T%u%s, fragment.texcoord[%u];\n", reg, tmp, reg);
     } else {
         char reg_src[40];
 
-        pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, reg_src);
+        pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, reg_src);
         shader_addline(buffer, "MOV R%u%s, %s;\n", dst->register_idx, tmp, reg_src);
    }
 }
 
 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
 {
-     SHADER_BUFFER *buffer = ins->buffer;
-     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+     SHADER_BUFFER *buffer = ins->ctx->buffer;
+     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
      DWORD flags;
 
@@ -1219,7 +1220,7 @@
      char src_str[50];
 
      sprintf(dst_str, "T%u", reg1);
-     pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_str);
+     pshader_gen_input_modifier_line(ins->ctx->shader, buffer, 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);
      flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
@@ -1228,14 +1229,14 @@
 
 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
 {
-     SHADER_BUFFER *buffer = ins->buffer;
+     SHADER_BUFFER *buffer = ins->ctx->buffer;
 
      DWORD reg1 = ins->dst[0].register_idx;
      char dst_str[8];
      char src_str[50];
 
      sprintf(dst_str, "T%u", reg1);
-     pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_str);
+     pshader_gen_input_modifier_line(ins->ctx->shader, buffer, 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);
@@ -1243,19 +1244,19 @@
 
 static void pshader_hw_texreg2rgb(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     DWORD reg1 = ins->dst[0].register_idx;
     char dst_str[8];
     char src_str[50];
 
     sprintf(dst_str, "T%u", reg1);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_str);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src_str);
     shader_hw_sample(ins, reg1, dst_str, src_str, FALSE, FALSE);
 }
 
 static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
     BOOL has_bumpmat = FALSE;
     BOOL has_luminance = FALSE;
@@ -1263,7 +1264,7 @@
     int i;
 
     DWORD src = ins->src[0] & WINED3DSP_REGNUM_MASK;
-    SHADER_BUFFER* buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
 
     char reg_coord[40];
     DWORD reg_dest_code;
@@ -1271,7 +1272,7 @@
     /* All versions have a destination register */
     reg_dest_code = dst->register_idx;
     /* Can directly use the name because texbem is only valid for <= 1.3 shaders */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, reg_coord, &is_color);
 
     for(i = 0; i < This->numbumpenvmatconsts; i++) {
@@ -1335,25 +1336,25 @@
 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
 {
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char src0_name[50];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
 }
 
 static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_str[8];
     char src0_name[50];
 
     sprintf(dst_str, "T%u", reg);
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", 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);
@@ -1361,29 +1362,29 @@
 
 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
     char src0_name[50];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.%c, T%u, %s;\n", 'x' + current_state->current_row, reg, src0_name);
     current_state->texcoord_w[current_state->current_row++] = reg;
 }
 
 static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
     char dst_str[8];
     char src0_name[50];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
 
     /* Sample the texture using the calculated coordinates */
@@ -1395,16 +1396,16 @@
 
 static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
     char dst_str[8];
     char src0_name[50];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
 
     /* Construct the eye-ray vector from w coordinates */
@@ -1431,17 +1432,17 @@
 
 static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].register_idx;
     DWORD reg3 = ins->src[1] & WINED3DSP_REGNUM_MASK;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_str[8];
     char src0_name[50];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", reg, src0_name);
 
     /* Calculate reflection vector.
@@ -1469,7 +1470,7 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_name[50];
     BOOL is_color;
 
@@ -1478,7 +1479,7 @@
      * parameter. According to the msdn, this must be register r5, but let's keep it more flexible
      * here
      */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
 
     /* According to the msdn, the source register(must be r5) is unusable after
@@ -1501,12 +1502,12 @@
  * 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     DWORD sampler_idx = ins->dst[0].register_idx;
     char src0[50];
     char dst_str[8];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, 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);
 
@@ -1522,15 +1523,15 @@
     char src0[50];
     char dst_str[50];
     char dst_mask[6];
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     BOOL is_color;
 
     /* Handle output register */
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_str, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_mask);
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0);
     shader_addline(buffer, "DP3 %s%s, T%u, %s;\n", dst_str, dst_mask, dst->register_idx, src0);
 
     /* TODO: Handle output modifiers */
@@ -1541,17 +1542,17 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_str[50];
     char dst_mask[6];
     char src0[50];
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_str, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_mask);
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0);
     shader_addline(buffer, "DP3 TMP.z, T%u, %s;\n", dst->register_idx, src0);
     shader_addline(buffer, "MOV %s%s, TMP;\n", dst_str, dst_mask);
 
@@ -1565,11 +1566,11 @@
  */
 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     DWORD dst_reg = ins->dst[0].register_idx;
     char src0[50];
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src0);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src0);
     shader_addline(buffer, "DP3 TMP.y, T%u, %s;\n", dst_reg, src0);
 
     /* How to deal with the special case dst_name.g == 0? if r != 0, then
@@ -1594,12 +1595,10 @@
     memset(&tmp_ins, 0, sizeof(tmp_ins));
 
     /* Set constants for the temporary argument */
-    tmp_ins.shader      = ins->shader;
-    tmp_ins.buffer      = ins->buffer;
+    tmp_ins.ctx = ins->ctx;
     tmp_ins.src[0]      = ins->src[0];
     tmp_ins.src_addr[0] = ins->src_addr[0];
     tmp_ins.src_addr[1] = ins->src_addr[1];
-    tmp_ins.reg_maps = ins->reg_maps;
     tmp_ins.dst_count = 1;
     tmp_ins.dst = &tmp_dst;
     tmp_ins.src_count = 2;
@@ -1641,7 +1640,7 @@
 
 static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     DWORD src = ins->src[0];
     DWORD swizzle = (src & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
     const char *instruction;
@@ -1674,7 +1673,7 @@
 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->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[50];
     char dst_wmask[20];
@@ -1682,11 +1681,11 @@
     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_wmask);
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, 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*/
@@ -1704,7 +1703,7 @@
      * can't use map2gl
      */
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[50];
     char dst_wmask[20];
@@ -1712,11 +1711,11 @@
     BOOL sat = dst->modifiers & WINED3DSPDM_SATURATE;
     BOOL is_color;
 
-    shader_arb_get_register_name(ins->shader, dst->register_type,
+    shader_arb_get_register_name(ins->ctx->shader, dst->register_type,
             dst->register_idx, dst->has_rel_addr, dst_name, &is_color);
     shader_arb_get_write_mask(ins, dst, dst_wmask);
 
-    pshader_gen_input_modifier_line(ins->shader, buffer, ins->src[0], 0, src_name);
+    pshader_gen_input_modifier_line(ins->ctx->shader, buffer, ins->src[0], 0, src_name);
     shader_addline(buffer, "SCS%s %s%s, %s;\n", sat ? "_SAT" : "", dst_name, dst_wmask,
                    src_name);
 
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 08415c2..1d90e88 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -791,15 +791,18 @@
     DWORD shader_version = reg_maps->shader_version;
     struct wined3d_shader_dst_param dst_param;
     struct wined3d_shader_instruction ins;
+    struct wined3d_shader_context ctx;
     const DWORD *pToken = pFunction;
     const SHADER_OPCODE *curOpcode;
     SHADER_HANDLER hw_fct;
     DWORD i;
 
     /* Initialize current parsing state */
-    ins.shader = iface;
-    ins.buffer = buffer;
-    ins.reg_maps = reg_maps;
+    ctx.shader = iface;
+    ctx.reg_maps = reg_maps;
+    ctx.buffer = buffer;
+
+    ins.ctx = &ctx;
     ins.dst = &dst_param;
     This->baseShader.parse_state.current_row = 0;
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0a9240d..2682490 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1028,7 +1028,7 @@
     /* oPos, oFog and oPts in D3D */
     static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
 
-    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
     DWORD shader_version = This->baseShader.reg_maps.shader_version;
@@ -1349,7 +1349,7 @@
     if (modifiers & WINED3DSPDM_SATURATE)
     {
         /* _SAT means to clamp the value of the register to between 0 and 1 */
-        shader_addline(ins->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
+        shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
                 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
     }
 
@@ -1533,12 +1533,12 @@
 
     if (mask_size > 1)
     {
-        shader_addline(ins->buffer, "%s%s = vec%u(%s);\n",
+        shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
                 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
     }
     else
     {
-        shader_addline(ins->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
+        shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
     }
 }
 
@@ -1554,9 +1554,9 @@
 
     shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
 
-    if (shader_is_pshader_version(ins->reg_maps->shader_version))
+    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
     {
-        IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+        IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
         fixup = This->cur_args->color_fixup[sampler];
         sampler_base = "Psampler";
 
@@ -1572,21 +1572,21 @@
         fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
     }
 
-    shader_glsl_append_dst(ins->buffer, ins);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
 
-    shader_addline(ins->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
+    shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
 
     va_start(args, coord_reg_fmt);
-    shader_vaddline(ins->buffer, coord_reg_fmt, args);
+    shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
     va_end(args);
 
     if(bias) {
-        shader_addline(ins->buffer, ", %s)%s);\n", bias, dst_swizzle);
+        shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
     } else {
         if (np2_fixup) {
-            shader_addline(ins->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
+            shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
         } else {
-            shader_addline(ins->buffer, ")%s);\n", dst_swizzle);
+            shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
         }
     }
 
@@ -1604,7 +1604,7 @@
 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD write_mask;
@@ -1631,7 +1631,7 @@
 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD write_mask;
 
@@ -1640,8 +1640,8 @@
 
     /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
      * shader versions WINED3DSIO_MOVA is used for this. */
-    if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
-            && !shader_is_pshader_version(ins->reg_maps->shader_version)
+    if ((WINED3DSHADER_VERSION_MAJOR(ins->ctx->reg_maps->shader_version) == 1
+            && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version)
             && ins->dst[0].register_type == WINED3DSPR_ADDR))
     {
         /* This is a simple floor() */
@@ -1669,7 +1669,7 @@
 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD dst_write_mask, src_write_mask;
@@ -1706,10 +1706,10 @@
     char dst_mask[6];
 
     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
-    shader_glsl_append_dst(ins->buffer, ins);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], src_mask, &src1_param);
-    shader_addline(ins->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
+    shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
 }
 
 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
@@ -1717,7 +1717,7 @@
  * GLSL uses the value as-is. */
 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD dst_write_mask;
@@ -1741,7 +1741,7 @@
  * GLSL uses the value as-is. */
 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD dst_write_mask;
     unsigned int dst_size;
@@ -1761,7 +1761,7 @@
 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src_param;
     const char *instruction;
     DWORD write_mask;
@@ -1818,29 +1818,29 @@
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
 
-    if (ins->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
+    if (ins->ctx->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
     {
         char dst_mask[6];
 
-        shader_addline(ins->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
-        shader_addline(ins->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
-        shader_addline(ins->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
-        shader_addline(ins->buffer, "tmp0.w = 1.0;\n");
+        shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
+        shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
 
-        shader_glsl_append_dst(ins->buffer, ins);
+        shader_glsl_append_dst(ins->ctx->buffer, ins);
         shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
-        shader_addline(ins->buffer, "tmp0%s);\n", dst_mask);
+        shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
     } else {
         DWORD write_mask;
         unsigned int mask_size;
 
-        write_mask = shader_glsl_append_dst(ins->buffer, ins);
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
         mask_size = shader_glsl_get_write_mask_size(write_mask);
 
         if (mask_size > 1) {
-            shader_addline(ins->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
+            shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
         } else {
-            shader_addline(ins->buffer, "exp2(%s));\n", src_param.param_str);
+            shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
         }
     }
 }
@@ -1852,20 +1852,20 @@
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
 
     if (mask_size > 1) {
-        shader_addline(ins->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
+        shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
     } else {
-        shader_addline(ins->buffer, "1.0 / %s);\n", src_param.param_str);
+        shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
     }
 }
 
 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src_param;
     DWORD write_mask;
     unsigned int mask_size;
@@ -1890,7 +1890,7 @@
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
@@ -1906,7 +1906,7 @@
                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
         }
 
-        shader_addline(ins->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
+        shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
                 src0_param.param_str, src1_param.param_str);
     } else {
         switch(ins->handler_idx)
@@ -1919,11 +1919,12 @@
                  * issue. Playing with not() is not possible either because not() does not accept
                  * a scalar.
                  */
-                shader_addline(ins->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
+                shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
+                        src0_param.param_str, src1_param.param_str);
                 break;
             case WINED3DSIH_SGE:
                 /* Here we can use the step() function and safe a conditional */
-                shader_addline(ins->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
+                shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
                 break;
             default:
                 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
@@ -1945,13 +1946,13 @@
 
     if (shader_is_scalar(shader_get_regtype(ins->src[0]), ins->src[0] & WINED3DSP_REGNUM_MASK))
     {
-        write_mask = shader_glsl_append_dst(ins->buffer, ins);
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
         shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
         shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
         shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
 
-        shader_addline(ins->buffer, "%s >= 0.0 ? %s : %s);\n",
+        shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
                        src0_param.param_str, src1_param.param_str, src2_param.param_str);
     } else {
         DWORD src0reg = ins->src[0] & WINED3DSP_REGNUM_MASK;
@@ -1988,10 +1989,10 @@
             {
                 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
                 if (!write_mask) continue;
-                shader_addline(ins->buffer, "tmp0%s = (", mask_char);
+                shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
                 temp_destination = TRUE;
             } else {
-                write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
+                write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
                 if (!write_mask) continue;
             }
 
@@ -1999,14 +2000,14 @@
             shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
             shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
 
-            shader_addline(ins->buffer, "%s >= 0.0 ? %s : %s);\n",
+            shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
                         src0_param.param_str, src1_param.param_str, src2_param.param_str);
         }
 
         if(temp_destination) {
             shader_glsl_get_write_mask(&ins->dst[0], mask_char);
-            shader_glsl_append_dst(ins->buffer, ins);
-            shader_addline(ins->buffer, "tmp0%s);\n", mask_char);
+            shader_glsl_append_dst(ins->ctx->buffer, ins);
+            shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
         }
     }
 
@@ -2025,9 +2026,9 @@
     unsigned int i, j;
     DWORD dst_mask;
 
-    if (ins->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
+    if (ins->ctx->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
     {
-        write_mask = shader_glsl_append_dst(ins->buffer, ins);
+        write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
         shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
         shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
         shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
@@ -2035,9 +2036,9 @@
         /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
         if (ins->coissue)
         {
-            shader_addline(ins->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
+            shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
         } else {
-            shader_addline(ins->buffer, "%s > 0.5 ? %s : %s);\n",
+            shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
                     src0_param.param_str, src1_param.param_str, src2_param.param_str);
         }
         return;
@@ -2057,14 +2058,14 @@
         }
 
         dst.write_mask = dst_mask & write_mask;
-        write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
+        write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
         if (!write_mask) continue;
 
         shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], cmp_channel, &src0_param);
         shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
         shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
 
-        shader_addline(ins->buffer, "%s > 0.5 ? %s : %s);\n",
+        shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
     }
 }
@@ -2077,11 +2078,11 @@
     glsl_src_param_t src2_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
     shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
-    shader_addline(ins->buffer, "(%s * %s) + %s);\n",
+    shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
             src0_param.param_str, src1_param.param_str, src2_param.param_str);
 }
 
@@ -2097,12 +2098,10 @@
     memset(&tmp_ins, 0, sizeof(tmp_ins));
 
     /* Set constants for the temporary argument */
-    tmp_ins.shader      = ins->shader;
-    tmp_ins.buffer      = ins->buffer;
+    tmp_ins.ctx = ins->ctx;
     tmp_ins.src[0]      = ins->src[0];
     tmp_ins.src_addr[0] = ins->src_addr[0];
     tmp_ins.src_addr[1] = ins->src_addr[1];
-    tmp_ins.reg_maps = ins->reg_maps;
     tmp_ins.dst_count = 1;
     tmp_ins.dst = &tmp_dst;
     tmp_ins.src_count = 2;
@@ -2155,13 +2154,13 @@
     glsl_src_param_t src2_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
     shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
 
-    shader_addline(ins->buffer, "mix(%s, %s, %s));\n",
+    shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
             src2_param.param_str, src1_param.param_str, src0_param.param_str);
 }
 
@@ -2178,7 +2177,7 @@
     glsl_src_param_t src3_param;
     char dst_mask[6];
 
-    shader_glsl_append_dst(ins->buffer, ins);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
@@ -2206,7 +2205,7 @@
      * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
      * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
      */
-    shader_addline(ins->buffer,
+    shader_addline(ins->ctx->buffer,
             "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
             src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
 }
@@ -2225,7 +2224,7 @@
     glsl_src_param_t src1w_param;
     char dst_mask[6];
 
-    shader_glsl_append_dst(ins->buffer, ins);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
@@ -2233,7 +2232,7 @@
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
 
-    shader_addline(ins->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
+    shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
             src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
 }
 
@@ -2251,20 +2250,20 @@
     glsl_src_param_t src0_param;
     DWORD write_mask;
 
-    write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
 
     switch (write_mask) {
         case WINED3DSP_WRITEMASK_0:
-            shader_addline(ins->buffer, "cos(%s));\n", src0_param.param_str);
+            shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
             break;
 
         case WINED3DSP_WRITEMASK_1:
-            shader_addline(ins->buffer, "sin(%s));\n", src0_param.param_str);
+            shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
             break;
 
         case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
-            shader_addline(ins->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
+            shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
             break;
 
         default:
@@ -2282,7 +2281,7 @@
 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
 {
     glsl_src_param_t src1_param;
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     DWORD regtype = shader_get_regtype(ins->src[1]);
     DWORD reg = ins->src[1] & WINED3DSP_REGNUM_MASK;
     const DWORD *control_values = NULL;
@@ -2306,23 +2305,24 @@
 
     if(control_values) {
         if(control_values[2] > 0) {
-            shader_addline(ins->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
+            shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
                     shader->baseShader.cur_loop_depth, control_values[1],
                     shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
                     shader->baseShader.cur_loop_depth, control_values[2]);
         } else if(control_values[2] == 0) {
-            shader_addline(ins->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
+            shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
                     shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
                     shader->baseShader.cur_loop_depth, control_values[0],
                     shader->baseShader.cur_loop_depth);
         } else {
-            shader_addline(ins->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
+            shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
                     shader->baseShader.cur_loop_depth, control_values[1],
                     shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
                     shader->baseShader.cur_loop_depth, control_values[2]);
         }
     } else {
-        shader_addline(ins->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
+        shader_addline(ins->ctx->buffer,
+                "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
                 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
                 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
@@ -2334,9 +2334,9 @@
 
 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
 
-    shader_addline(ins->buffer, "}\n");
+    shader_addline(ins->ctx->buffer, "}\n");
 
     if (ins->handler_idx == WINED3DSIH_ENDLOOP)
     {
@@ -2352,11 +2352,11 @@
 
 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     glsl_src_param_t src0_param;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_addline(ins->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
+    shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
             shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
             src0_param.param_str, shader->baseShader.cur_loop_depth);
     shader->baseShader.cur_loop_depth++;
@@ -2367,7 +2367,7 @@
     glsl_src_param_t src0_param;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
-    shader_addline(ins->buffer, "if (%s) {\n", src0_param.param_str);
+    shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
 }
 
 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
@@ -2378,18 +2378,18 @@
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
 
-    shader_addline(ins->buffer, "if (%s %s %s) {\n",
+    shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
 }
 
 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
 {
-    shader_addline(ins->buffer, "} else {\n");
+    shader_addline(ins->ctx->buffer, "} else {\n");
 }
 
 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
 {
-    shader_addline(ins->buffer, "break;\n");
+    shader_addline(ins->ctx->buffer, "break;\n");
 }
 
 /* FIXME: According to MSDN the compare is done per component. */
@@ -2401,7 +2401,7 @@
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
 
-    shader_addline(ins->buffer, "if (%s %s %s) break;\n",
+    shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
             src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
 }
 
@@ -2409,14 +2409,14 @@
 {
 
     DWORD snum = (ins->src[0]) & WINED3DSP_REGNUM_MASK;
-    shader_addline(ins->buffer, "}\n");
-    shader_addline(ins->buffer, "void subroutine%u () {\n",  snum);
+    shader_addline(ins->ctx->buffer, "}\n");
+    shader_addline(ins->ctx->buffer, "void subroutine%u () {\n",  snum);
 }
 
 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
 {
     DWORD snum = (ins->src[0]) & WINED3DSP_REGNUM_MASK;
-    shader_addline(ins->buffer, "subroutine%u();\n", snum);
+    shader_addline(ins->ctx->buffer, "subroutine%u();\n", snum);
 }
 
 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
@@ -2425,7 +2425,7 @@
 
     DWORD snum = (ins->src[0]) & WINED3DSP_REGNUM_MASK;
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
-    shader_addline(ins->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
+    shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
 }
 
 /*********************************************
@@ -2433,9 +2433,9 @@
  ********************************************/
 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    DWORD shader_version = ins->reg_maps->shader_version;
+    DWORD shader_version = ins->ctx->reg_maps->shader_version;
     glsl_sample_function_t sample_function;
     DWORD sample_flags = 0;
     DWORD sampler_type;
@@ -2446,7 +2446,7 @@
      * 2.0+: Use provided sampler source. */
     if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx;
     else sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
-    sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
 
     if (shader_version < WINED3DPS_VERSION(1,4))
     {
@@ -2521,7 +2521,7 @@
 
 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->shader;
+    IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     glsl_sample_function_t sample_function;
     glsl_src_param_t coord_param, lod_param;
@@ -2531,7 +2531,7 @@
     DWORD swizzle = ins->src[1] & WINED3DSP_SWIZZLE_MASK;
 
     sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
-    sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     if(deviceImpl->stateBlock->textures[sampler_idx] &&
        IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
         sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
@@ -2541,7 +2541,7 @@
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
 
-    if (shader_is_pshader_version(ins->reg_maps->shader_version))
+    if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
     {
         /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
          * However, they seem to work just fine in fragment shaders as well. */
@@ -2554,10 +2554,10 @@
 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
 {
     /* FIXME: Make this work for more than just 2D textures */
-    SHADER_BUFFER *buffer = ins->buffer;
-    DWORD write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
-    if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
+    if (ins->ctx->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
     {
         char dst_mask[6];
 
@@ -2606,7 +2606,7 @@
     glsl_sample_function_t sample_function;
     DWORD sampler_idx = ins->dst[0].register_idx;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     UINT mask_size;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
@@ -2652,14 +2652,14 @@
     DWORD dst_mask;
     unsigned int mask_size;
 
-    dst_mask = shader_glsl_append_dst(ins->buffer, ins);
+    dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(dst_mask);
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
 
     if (mask_size > 1) {
-        shader_addline(ins->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
+        shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
     } else {
-        shader_addline(ins->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
+        shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
     }
 }
 
@@ -2677,7 +2677,7 @@
      * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
      * >= 1.0 or < 0.0
      */
-    shader_addline(ins->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
+    shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
             dst_param.reg_name, dst_param.reg_name);
 }
 
@@ -2694,8 +2694,8 @@
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
 
-    shader_addline(ins->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
-    shader_addline(ins->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
+    shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
+    shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
 }
 
 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
@@ -2704,7 +2704,7 @@
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
@@ -2715,10 +2715,10 @@
  * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     glsl_src_param_t src0_param;
 
@@ -2731,9 +2731,9 @@
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
-    DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
     glsl_sample_function_t sample_function;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
@@ -2752,13 +2752,13 @@
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     glsl_src_param_t src0_param;
     DWORD reg = ins->dst[0].register_idx;
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
     glsl_sample_function_t sample_function;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
-    shader_addline(ins->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
+    shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
 
     /* Dependent read, not valid with conditional NP2 */
     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
@@ -2777,14 +2777,14 @@
     glsl_src_param_t src0_param;
     char dst_mask[6];
     DWORD reg = ins->dst[0].register_idx;
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
 
-    shader_glsl_append_dst(ins->buffer, ins);
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
     shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
-    shader_addline(ins->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
+    shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
 
     current_state->current_row = 0;
 }
@@ -2793,13 +2793,13 @@
  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD reg = ins->dst[0].register_idx;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
-    DWORD stype = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD stype = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     glsl_sample_function_t sample_function;
 
@@ -2824,13 +2824,13 @@
  * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD reg = ins->dst[0].register_idx;
-    SHADER_BUFFER *buffer = ins->buffer;
+    SHADER_BUFFER *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     glsl_src_param_t src0_param;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
-    DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
     glsl_sample_function_t sample_function;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
@@ -2858,7 +2858,7 @@
  */
 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
 {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
+    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     glsl_sample_function_t sample_function;
     glsl_src_param_t coord_param;
@@ -2871,7 +2871,7 @@
     sampler_idx = ins->dst[0].register_idx;
     flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
 
-    sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     /* Dependent read, not valid with conditional NP2 */
     shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
     mask = sample_function.coord_mask;
@@ -2892,7 +2892,7 @@
             case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
         }
         shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
-        shader_addline(ins->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
+        shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
     }
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
@@ -2910,7 +2910,7 @@
         shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
         shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
 
-        shader_addline(ins->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
+        shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
                 dst_param.reg_name, dst_param.mask_str,
                 luminance_param.param_str, sampler_idx, sampler_idx);
     }
@@ -2926,8 +2926,8 @@
     shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1],
             WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
 
-    shader_glsl_append_dst(ins->buffer, ins);
-    shader_addline(ins->buffer, "%s + bumpenvmat%d * %s);\n",
+    shader_glsl_append_dst(ins->ctx->buffer, ins);
+    shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
             src0_param.param_str, sampler_idx, src1_param.param_str);
 }
 
@@ -2937,7 +2937,7 @@
 {
     glsl_src_param_t src0_param;
     DWORD sampler_idx = ins->dst[0].register_idx;
-    DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     glsl_sample_function_t sample_function;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
@@ -2953,7 +2953,7 @@
 {
     glsl_src_param_t src0_param;
     DWORD sampler_idx = ins->dst[0].register_idx;
-    DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     glsl_sample_function_t sample_function;
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
@@ -2969,7 +2969,7 @@
 {
     glsl_src_param_t src0_param;
     DWORD sampler_idx = ins->dst[0].register_idx;
-    DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
+    DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
     glsl_sample_function_t sample_function;
 
     /* Dependent read, not valid with conditional NP2 */
@@ -2988,16 +2988,16 @@
 
     /* The argument is a destination parameter, and no writemasks are allowed */
     shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
-    if ((ins->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
+    if ((ins->ctx->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
     {
         /* 2.0 shaders compare all 4 components in texkill */
-        shader_addline(ins->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
+        shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
     } else {
         /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
          * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
          * 4 components are defined, only the first 3 are used
          */
-        shader_addline(ins->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
+        shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
     }
 }
 
@@ -3011,7 +3011,7 @@
     DWORD write_mask;
     unsigned int mask_size;
 
-    write_mask = shader_glsl_append_dst(ins->buffer, ins);
+    write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
     mask_size = shader_glsl_get_write_mask_size(write_mask);
 
     shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
@@ -3022,10 +3022,10 @@
             WINED3DSP_WRITEMASK_0, &src2_param);
 
     if (mask_size > 1) {
-        shader_addline(ins->buffer, "vec%d(dot(%s, %s) + %s));\n",
+        shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
                 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
     } else {
-        shader_addline(ins->buffer, "dot(%s, %s) + %s);\n",
+        shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
                 src0_param.param_str, src1_param.param_str, src2_param.param_str);
     }
 }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3d911de..663ca7a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -444,6 +444,13 @@
     DWORD max_version;
 } SHADER_OPCODE;
 
+struct wined3d_shader_context
+{
+    IWineD3DBaseShader *shader;
+    const struct shader_reg_maps *reg_maps;
+    SHADER_BUFFER *buffer;
+};
+
 struct wined3d_shader_dst_param
 {
     WINED3DSHADER_PARAM_REGISTER_TYPE register_type;
@@ -457,15 +464,13 @@
 
 struct wined3d_shader_instruction
 {
-    IWineD3DBaseShader *shader;
-    const shader_reg_maps *reg_maps;
+    const struct wined3d_shader_context *ctx;
     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
     DWORD flags;
     BOOL coissue;
     DWORD predicate;
     DWORD src[4];
     DWORD src_addr[4];
-    SHADER_BUFFER *buffer;
     UINT dst_count;
     const struct wined3d_shader_dst_param *dst;
     UINT src_count;