jscript: Rename jsheap_t to heap_pool_t.
[wine] / dlls / wined3d / shader.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2006 Ivan Gyurdiev
7  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
31
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35
36 static const char * const shader_opcode_names[] =
37 {
38     /* WINED3DSIH_ABS                   */ "abs",
39     /* WINED3DSIH_ADD                   */ "add",
40     /* WINED3DSIH_AND                   */ "and",
41     /* WINED3DSIH_BEM                   */ "bem",
42     /* WINED3DSIH_BREAK                 */ "break",
43     /* WINED3DSIH_BREAKC                */ "breakc",
44     /* WINED3DSIH_BREAKP                */ "breakp",
45     /* WINED3DSIH_CALL                  */ "call",
46     /* WINED3DSIH_CALLNZ                */ "callnz",
47     /* WINED3DSIH_CMP                   */ "cmp",
48     /* WINED3DSIH_CND                   */ "cnd",
49     /* WINED3DSIH_CRS                   */ "crs",
50     /* WINED3DSIH_CUT                   */ "cut",
51     /* WINED3DSIH_DCL                   */ "dcl",
52     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ "dcl_constantBuffer",
53     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ "dcl_inputPrimitive",
54     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ "dcl_outputTopology",
55     /* WINED3DSIH_DCL_VERTICES_OUT      */ "dcl_maxOutputVertexCount",
56     /* WINED3DSIH_DEF                   */ "def",
57     /* WINED3DSIH_DEFB                  */ "defb",
58     /* WINED3DSIH_DEFI                  */ "defi",
59     /* WINED3DSIH_DIV                   */ "div",
60     /* WINED3DSIH_DP2ADD                */ "dp2add",
61     /* WINED3DSIH_DP3                   */ "dp3",
62     /* WINED3DSIH_DP4                   */ "dp4",
63     /* WINED3DSIH_DST                   */ "dst",
64     /* WINED3DSIH_DSX                   */ "dsx",
65     /* WINED3DSIH_DSY                   */ "dsy",
66     /* WINED3DSIH_ELSE                  */ "else",
67     /* WINED3DSIH_EMIT                  */ "emit",
68     /* WINED3DSIH_ENDIF                 */ "endif",
69     /* WINED3DSIH_ENDLOOP               */ "endloop",
70     /* WINED3DSIH_ENDREP                */ "endrep",
71     /* WINED3DSIH_EQ                    */ "eq",
72     /* WINED3DSIH_EXP                   */ "exp",
73     /* WINED3DSIH_EXPP                  */ "expp",
74     /* WINED3DSIH_FRC                   */ "frc",
75     /* WINED3DSIH_FTOI                  */ "ftoi",
76     /* WINED3DSIH_GE                    */ "ge",
77     /* WINED3DSIH_IADD                  */ "iadd",
78     /* WINED3DSIH_IEQ                   */ "ieq",
79     /* WINED3DSIH_IF                    */ "if",
80     /* WINED3DSIH_IFC                   */ "ifc",
81     /* WINED3DSIH_IGE                   */ "ige",
82     /* WINED3DSIH_IMUL                  */ "imul",
83     /* WINED3DSIH_ITOF                  */ "itof",
84     /* WINED3DSIH_LABEL                 */ "label",
85     /* WINED3DSIH_LD                    */ "ld",
86     /* WINED3DSIH_LIT                   */ "lit",
87     /* WINED3DSIH_LOG                   */ "log",
88     /* WINED3DSIH_LOGP                  */ "logp",
89     /* WINED3DSIH_LOOP                  */ "loop",
90     /* WINED3DSIH_LRP                   */ "lrp",
91     /* WINED3DSIH_LT                    */ "lt",
92     /* WINED3DSIH_M3x2                  */ "m3x2",
93     /* WINED3DSIH_M3x3                  */ "m3x3",
94     /* WINED3DSIH_M3x4                  */ "m3x4",
95     /* WINED3DSIH_M4x3                  */ "m4x3",
96     /* WINED3DSIH_M4x4                  */ "m4x4",
97     /* WINED3DSIH_MAD                   */ "mad",
98     /* WINED3DSIH_MAX                   */ "max",
99     /* WINED3DSIH_MIN                   */ "min",
100     /* WINED3DSIH_MOV                   */ "mov",
101     /* WINED3DSIH_MOVA                  */ "mova",
102     /* WINED3DSIH_MOVC                  */ "movc",
103     /* WINED3DSIH_MUL                   */ "mul",
104     /* WINED3DSIH_NOP                   */ "nop",
105     /* WINED3DSIH_NRM                   */ "nrm",
106     /* WINED3DSIH_PHASE                 */ "phase",
107     /* WINED3DSIH_POW                   */ "pow",
108     /* WINED3DSIH_RCP                   */ "rcp",
109     /* WINED3DSIH_REP                   */ "rep",
110     /* WINED3DSIH_RET                   */ "ret",
111     /* WINED3DSIH_ROUND_NI              */ "round_ni",
112     /* WINED3DSIH_RSQ                   */ "rsq",
113     /* WINED3DSIH_SAMPLE                */ "sample",
114     /* WINED3DSIH_SAMPLE_GRAD           */ "sample_d",
115     /* WINED3DSIH_SAMPLE_LOD            */ "sample_l",
116     /* WINED3DSIH_SETP                  */ "setp",
117     /* WINED3DSIH_SGE                   */ "sge",
118     /* WINED3DSIH_SGN                   */ "sgn",
119     /* WINED3DSIH_SINCOS                */ "sincos",
120     /* WINED3DSIH_SLT                   */ "slt",
121     /* WINED3DSIH_SQRT                  */ "sqrt",
122     /* WINED3DSIH_SUB                   */ "sub",
123     /* WINED3DSIH_TEX                   */ "texld",
124     /* WINED3DSIH_TEXBEM                */ "texbem",
125     /* WINED3DSIH_TEXBEML               */ "texbeml",
126     /* WINED3DSIH_TEXCOORD              */ "texcrd",
127     /* WINED3DSIH_TEXDEPTH              */ "texdepth",
128     /* WINED3DSIH_TEXDP3                */ "texdp3",
129     /* WINED3DSIH_TEXDP3TEX             */ "texdp3tex",
130     /* WINED3DSIH_TEXKILL               */ "texkill",
131     /* WINED3DSIH_TEXLDD                */ "texldd",
132     /* WINED3DSIH_TEXLDL                */ "texldl",
133     /* WINED3DSIH_TEXM3x2DEPTH          */ "texm3x2depth",
134     /* WINED3DSIH_TEXM3x2PAD            */ "texm3x2pad",
135     /* WINED3DSIH_TEXM3x2TEX            */ "texm3x2tex",
136     /* WINED3DSIH_TEXM3x3               */ "texm3x3",
137     /* WINED3DSIH_TEXM3x3DIFF           */ "texm3x3diff",
138     /* WINED3DSIH_TEXM3x3PAD            */ "texm3x3pad",
139     /* WINED3DSIH_TEXM3x3SPEC           */ "texm3x3spec",
140     /* WINED3DSIH_TEXM3x3TEX            */ "texm3x3tex",
141     /* WINED3DSIH_TEXM3x3VSPEC          */ "texm3x3vspec",
142     /* WINED3DSIH_TEXREG2AR             */ "texreg2ar",
143     /* WINED3DSIH_TEXREG2GB             */ "texreg2gb",
144     /* WINED3DSIH_TEXREG2RGB            */ "texreg2rgb",
145     /* WINED3DSIH_UDIV                  */ "udiv",
146     /* WINED3DSIH_USHR                  */ "ushr",
147     /* WINED3DSIH_UTOF                  */ "utof",
148     /* WINED3DSIH_XOR                   */ "xor",
149 };
150
151 static const char * const semantic_names[] =
152 {
153     /* WINED3D_DECL_USAGE_POSITION      */ "SV_POSITION",
154     /* WINED3D_DECL_USAGE_BLEND_WEIGHT  */ "BLENDWEIGHT",
155     /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
156     /* WINED3D_DECL_USAGE_NORMAL        */ "NORMAL",
157     /* WINED3D_DECL_USAGE_PSIZE         */ "PSIZE",
158     /* WINED3D_DECL_USAGE_TEXCOORD      */ "TEXCOORD",
159     /* WINED3D_DECL_USAGE_TANGENT       */ "TANGENT",
160     /* WINED3D_DECL_USAGE_BINORMAL      */ "BINORMAL",
161     /* WINED3D_DECL_USAGE_TESS_FACTOR   */ "TESSFACTOR",
162     /* WINED3D_DECL_USAGE_POSITIONT     */ "POSITIONT",
163     /* WINED3D_DECL_USAGE_COLOR         */ "COLOR",
164     /* WINED3D_DECL_USAGE_FOG           */ "FOG",
165     /* WINED3D_DECL_USAGE_DEPTH         */ "DEPTH",
166     /* WINED3D_DECL_USAGE_SAMPLE        */ "SAMPLE",
167 };
168
169 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
170 {
171     if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
172     {
173         FIXME("Unrecognized usage %#x.\n", usage);
174         return "UNRECOGNIZED";
175     }
176
177     return semantic_names[usage];
178 }
179
180 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
181 {
182     unsigned int i;
183
184     for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
185     {
186         if (!strcmp(name, semantic_names[i])) return i;
187     }
188
189     return ~0U;
190 }
191
192 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
193 {
194     return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
195 }
196
197 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
198         const struct wined3d_shader_semantic *s)
199 {
200     e->semantic_name = shader_semantic_name_from_usage(s->usage);
201     e->semantic_idx = s->usage_idx;
202     e->sysval_semantic = 0;
203     e->component_type = 0;
204     e->register_idx = s->reg.reg.idx[0].offset;
205     e->mask = s->reg.write_mask;
206 }
207
208 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
209         enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
210 {
211     e->semantic_name = shader_semantic_name_from_usage(usage);
212     e->semantic_idx = usage_idx;
213     e->sysval_semantic = 0;
214     e->component_type = 0;
215     e->register_idx = reg_idx;
216     e->mask = write_mask;
217 }
218
219 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
220 {
221     switch (version_token >> 16)
222     {
223         case WINED3D_SM1_VS:
224         case WINED3D_SM1_PS:
225             return &sm1_shader_frontend;
226
227         case WINED3D_SM4_PS:
228         case WINED3D_SM4_VS:
229         case WINED3D_SM4_GS:
230             return &sm4_shader_frontend;
231
232         default:
233             FIXME("Unrecognised version token %#x\n", version_token);
234             return NULL;
235     }
236 }
237
238 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
239 {
240     buffer->buffer[0] = '\0';
241     buffer->bsize = 0;
242     buffer->lineNo = 0;
243     buffer->newline = TRUE;
244 }
245
246 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
247 {
248     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
249     if (!buffer->buffer)
250     {
251         ERR("Failed to allocate shader buffer memory.\n");
252         return FALSE;
253     }
254
255     shader_buffer_clear(buffer);
256     return TRUE;
257 }
258
259 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
260 {
261     HeapFree(GetProcessHeap(), 0, buffer->buffer);
262 }
263
264 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
265 {
266     char *base = buffer->buffer + buffer->bsize;
267     int rc;
268
269     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
270
271     if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
272     {
273         ERR("The buffer allocated for the shader program string "
274             "is too small at %d bytes.\n", SHADER_PGMSIZE);
275         buffer->bsize = SHADER_PGMSIZE - 1;
276         return -1;
277     }
278
279     if (buffer->newline)
280     {
281         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
282         buffer->newline = FALSE;
283     }
284     else
285     {
286         TRACE("%s", base);
287     }
288
289     buffer->bsize += rc;
290     if (buffer->buffer[buffer->bsize-1] == '\n')
291     {
292         ++buffer->lineNo;
293         buffer->newline = TRUE;
294     }
295
296     return 0;
297 }
298
299 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
300 {
301     va_list args;
302     int ret;
303
304     va_start(args, format);
305     ret = shader_vaddline(buffer, format, args);
306     va_end(args);
307
308     return ret;
309 }
310
311 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
312         void *parent, const struct wined3d_parent_ops *parent_ops)
313 {
314     shader->ref = 1;
315     shader->device = device;
316     shader->parent = parent;
317     shader->parent_ops = parent_ops;
318     list_init(&shader->linked_programs);
319     list_add_head(&device->shaders, &shader->shader_list_entry);
320 }
321
322 /* Convert floating point offset relative to a register file to an absolute
323  * offset for float constants. */
324 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
325 {
326     switch (register_type)
327     {
328         case WINED3DSPR_CONST: return register_idx;
329         case WINED3DSPR_CONST2: return 2048 + register_idx;
330         case WINED3DSPR_CONST3: return 4096 + register_idx;
331         case WINED3DSPR_CONST4: return 6144 + register_idx;
332         default:
333             FIXME("Unsupported register type: %u.\n", register_type);
334             return register_idx;
335     }
336 }
337
338 static void shader_delete_constant_list(struct list *clist)
339 {
340     struct wined3d_shader_lconst *constant;
341     struct list *ptr;
342
343     ptr = list_head(clist);
344     while (ptr)
345     {
346         constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
347         ptr = list_next(clist, ptr);
348         HeapFree(GetProcessHeap(), 0, constant);
349     }
350     list_init(clist);
351 }
352
353 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
354 {
355     DWORD idx, shift;
356     idx = bit >> 5;
357     shift = bit & 0x1f;
358     bitmap[idx] |= (1 << shift);
359 }
360
361 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
362         const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
363 {
364     switch (reg->type)
365     {
366         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
367             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
368                 reg_maps->texcoord |= 1 << reg->idx[0].offset;
369             else
370                 reg_maps->address |= 1 << reg->idx[0].offset;
371             break;
372
373         case WINED3DSPR_TEMP:
374             reg_maps->temporary |= 1 << reg->idx[0].offset;
375             break;
376
377         case WINED3DSPR_INPUT:
378             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
379             {
380                 if (reg->idx[0].rel_addr)
381                 {
382                     /* If relative addressing is used, we must assume that all registers
383                      * are used. Even if it is a construct like v3[aL], we can't assume
384                      * that v0, v1 and v2 aren't read because aL can be negative */
385                     unsigned int i;
386                     for (i = 0; i < MAX_REG_INPUT; ++i)
387                     {
388                         shader->u.ps.input_reg_used[i] = TRUE;
389                     }
390                 }
391                 else
392                 {
393                     shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
394                 }
395             }
396             else
397                 reg_maps->input_registers |= 1 << reg->idx[0].offset;
398             break;
399
400         case WINED3DSPR_RASTOUT:
401             if (reg->idx[0].offset == 1)
402                 reg_maps->fog = 1;
403             break;
404
405         case WINED3DSPR_MISCTYPE:
406             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
407             {
408                 if (!reg->idx[0].offset)
409                     reg_maps->vpos = 1;
410                 else if (reg->idx[0].offset == 1)
411                     reg_maps->usesfacing = 1;
412             }
413             break;
414
415         case WINED3DSPR_CONST:
416             if (reg->idx[0].rel_addr)
417             {
418                 if (reg->idx[0].offset < reg_maps->min_rel_offset)
419                     reg_maps->min_rel_offset = reg->idx[0].offset;
420                 if (reg->idx[0].offset > reg_maps->max_rel_offset)
421                     reg_maps->max_rel_offset = reg->idx[0].offset;
422                 reg_maps->usesrelconstF = TRUE;
423             }
424             else
425             {
426                 set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
427             }
428             break;
429
430         case WINED3DSPR_CONSTINT:
431             reg_maps->integer_constants |= (1 << reg->idx[0].offset);
432             break;
433
434         case WINED3DSPR_CONSTBOOL:
435             reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
436             break;
437
438         case WINED3DSPR_COLOROUT:
439             reg_maps->rt_mask |= (1 << reg->idx[0].offset);
440             break;
441
442         default:
443             TRACE("Not recording register of type %#x and [%#x][%#x].\n",
444                     reg->type, reg->idx[0].offset, reg->idx[1].offset);
445             break;
446     }
447 }
448
449 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
450 {
451     switch (instr)
452     {
453         case WINED3DSIH_M4x4:
454         case WINED3DSIH_M3x4:
455             return param == 1 ? 3 : 0;
456
457         case WINED3DSIH_M4x3:
458         case WINED3DSIH_M3x3:
459             return param == 1 ? 2 : 0;
460
461         case WINED3DSIH_M3x2:
462             return param == 1 ? 1 : 0;
463
464         default:
465             return 0;
466     }
467 }
468
469 /* Note that this does not count the loop register as an address register. */
470 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
471         struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
472         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
473 {
474     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
475     void *fe_data = shader->frontend_data;
476     struct wined3d_shader_version shader_version;
477     const DWORD *ptr = byte_code;
478
479     memset(reg_maps, 0, sizeof(*reg_maps));
480     reg_maps->min_rel_offset = ~0U;
481
482     fe->shader_read_header(fe_data, &ptr, &shader_version);
483     reg_maps->shader_version = shader_version;
484
485     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
486             sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
487     if (!reg_maps->constf)
488     {
489         ERR("Failed to allocate constant map memory.\n");
490         return E_OUTOFMEMORY;
491     }
492
493     while (!fe->shader_is_end(fe_data, &ptr))
494     {
495         struct wined3d_shader_instruction ins;
496
497         /* Fetch opcode. */
498         fe->shader_read_instruction(fe_data, &ptr, &ins);
499
500         /* Unhandled opcode, and its parameters. */
501         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
502         {
503             TRACE("Skipping unrecognized instruction.\n");
504             continue;
505         }
506
507         /* Handle declarations. */
508         if (ins.handler_idx == WINED3DSIH_DCL)
509         {
510             struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
511
512             switch (semantic->reg.reg.type)
513             {
514                 /* Mark input registers used. */
515                 case WINED3DSPR_INPUT:
516                     reg_maps->input_registers |= 1 << semantic->reg.reg.idx[0].offset;
517                     shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic);
518                     break;
519
520                 /* Vertex shader: mark 3.0 output registers used, save token. */
521                 case WINED3DSPR_OUTPUT:
522                     reg_maps->output_registers |= 1 << semantic->reg.reg.idx[0].offset;
523                     shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx[0].offset], semantic);
524                     if (semantic->usage == WINED3D_DECL_USAGE_FOG)
525                         reg_maps->fog = 1;
526                     break;
527
528                 /* Save sampler usage token. */
529                 case WINED3DSPR_SAMPLER:
530                     reg_maps->sampler_type[semantic->reg.reg.idx[0].offset] = semantic->sampler_type;
531                     break;
532
533                 default:
534                     TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
535                     break;
536             }
537         }
538         else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
539         {
540             struct wined3d_shader_register *reg = &ins.declaration.src.reg;
541             if (reg->idx[0].offset >= WINED3D_MAX_CBS)
542                 ERR("Invalid CB index %u.\n", reg->idx[0].offset);
543             else
544                 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
545         }
546         else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
547         {
548             if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
549                 shader->u.gs.input_type = ins.declaration.primitive_type;
550             else
551                 FIXME("Invalid instruction %#x for shader type %#x.\n",
552                         ins.handler_idx, shader_version.type);
553         }
554         else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
555         {
556             if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
557                 shader->u.gs.output_type = ins.declaration.primitive_type;
558             else
559                 FIXME("Invalid instruction %#x for shader type %#x.\n",
560                         ins.handler_idx, shader_version.type);
561         }
562         else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
563         {
564             if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
565                 shader->u.gs.vertices_out = ins.declaration.count;
566             else
567                 FIXME("Invalid instruction %#x for shader type %#x.\n",
568                         ins.handler_idx, shader_version.type);
569         }
570         else if (ins.handler_idx == WINED3DSIH_DEF)
571         {
572             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
573             if (!lconst) return E_OUTOFMEMORY;
574
575             lconst->idx = ins.dst[0].reg.idx[0].offset;
576             memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
577
578             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
579             if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
580             {
581                 float *value = (float *)lconst->value;
582                 if (value[0] < -1.0f) value[0] = -1.0f;
583                 else if (value[0] > 1.0f) value[0] = 1.0f;
584                 if (value[1] < -1.0f) value[1] = -1.0f;
585                 else if (value[1] > 1.0f) value[1] = 1.0f;
586                 if (value[2] < -1.0f) value[2] = -1.0f;
587                 else if (value[2] > 1.0f) value[2] = 1.0f;
588                 if (value[3] < -1.0f) value[3] = -1.0f;
589                 else if (value[3] > 1.0f) value[3] = 1.0f;
590             }
591
592             list_add_head(&shader->constantsF, &lconst->entry);
593         }
594         else if (ins.handler_idx == WINED3DSIH_DEFI)
595         {
596             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
597             if (!lconst) return E_OUTOFMEMORY;
598
599             lconst->idx = ins.dst[0].reg.idx[0].offset;
600             memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
601
602             list_add_head(&shader->constantsI, &lconst->entry);
603             reg_maps->local_int_consts |= (1 << lconst->idx);
604         }
605         else if (ins.handler_idx == WINED3DSIH_DEFB)
606         {
607             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
608             if (!lconst) return E_OUTOFMEMORY;
609
610             lconst->idx = ins.dst[0].reg.idx[0].offset;
611             memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
612
613             list_add_head(&shader->constantsB, &lconst->entry);
614             reg_maps->local_bool_consts |= (1 << lconst->idx);
615         }
616         /* For subroutine prototypes. */
617         else if (ins.handler_idx == WINED3DSIH_LABEL)
618         {
619             reg_maps->labels |= 1 << ins.src[0].reg.idx[0].offset;
620         }
621         /* Set texture, address, temporary registers. */
622         else
623         {
624             BOOL color0_mov = FALSE;
625             unsigned int i;
626
627             /* This will loop over all the registers and try to
628              * make a bitmask of the ones we're interested in.
629              *
630              * Relative addressing tokens are ignored, but that's
631              * okay, since we'll catch any address registers when
632              * they are initialized (required by spec). */
633             for (i = 0; i < ins.dst_count; ++i)
634             {
635                 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
636
637                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
638                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
639                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
640                 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
641                 {
642                     UINT idx = ins.dst[i].reg.idx[0].offset;
643
644                     switch (ins.dst[i].reg.type)
645                     {
646                         case WINED3DSPR_RASTOUT:
647                             switch (idx)
648                             {
649                                 case 0: /* oPos */
650                                     reg_maps->output_registers |= 1 << 10;
651                                     shader_signature_from_usage(&output_signature[10],
652                                             WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
653                                     break;
654
655                                 case 1: /* oFog */
656                                     reg_maps->output_registers |= 1 << 11;
657                                     shader_signature_from_usage(&output_signature[11],
658                                             WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
659                                     break;
660
661                                 case 2: /* oPts */
662                                     reg_maps->output_registers |= 1 << 11;
663                                     shader_signature_from_usage(&output_signature[11],
664                                             WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
665                                     break;
666                             }
667                             break;
668
669                         case WINED3DSPR_ATTROUT:
670                             if (idx < 2)
671                             {
672                                 idx += 8;
673                                 if (reg_maps->output_registers & (1 << idx))
674                                 {
675                                     output_signature[idx].mask |= ins.dst[i].write_mask;
676                                 }
677                                 else
678                                 {
679                                     reg_maps->output_registers |= 1 << idx;
680                                     shader_signature_from_usage(&output_signature[idx],
681                                             WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
682                                 }
683                             }
684                             break;
685
686                         case WINED3DSPR_TEXCRDOUT:
687
688                             reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
689                             if (reg_maps->output_registers & (1 << idx))
690                             {
691                                 output_signature[idx].mask |= ins.dst[i].write_mask;
692                             }
693                             else
694                             {
695                                 reg_maps->output_registers |= 1 << idx;
696                                 shader_signature_from_usage(&output_signature[idx],
697                                         WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
698                             }
699                             break;
700
701                         default:
702                             break;
703                     }
704                 }
705
706                 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
707                 {
708                     if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
709                     {
710                         /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
711                          * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
712                          * the mov and perform the sRGB write correction from the source register.
713                          *
714                          * However, if the mov is only partial, we can't do this, and if the write
715                          * comes from an instruction other than MOV it is hard to do as well. If
716                          * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
717                         shader->u.ps.color0_mov = FALSE;
718                         if (ins.handler_idx == WINED3DSIH_MOV
719                                 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
720                         {
721                             /* Used later when the source register is read. */
722                             color0_mov = TRUE;
723                         }
724                     }
725                     /* Also drop the MOV marker if the source register is overwritten prior to the shader
726                      * end
727                      */
728                     else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
729                             && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
730                     {
731                         shader->u.ps.color0_mov = FALSE;
732                     }
733                 }
734
735                 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
736                 if (shader_version.major == 1
737                         && (ins.handler_idx == WINED3DSIH_TEX
738                             || ins.handler_idx == WINED3DSIH_TEXBEM
739                             || ins.handler_idx == WINED3DSIH_TEXBEML
740                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
741                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
742                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
743                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
744                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
745                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
746                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
747                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
748                 {
749                     /* Fake sampler usage, only set reserved bit and type. */
750                     DWORD sampler_code = ins.dst[i].reg.idx[0].offset;
751
752                     TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
753                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
754
755                     /* texbem is only valid with < 1.4 pixel shaders */
756                     if (ins.handler_idx == WINED3DSIH_TEXBEM
757                             || ins.handler_idx == WINED3DSIH_TEXBEML)
758                     {
759                         reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
760                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
761                         {
762                             reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx[0].offset;
763                         }
764                     }
765                 }
766                 else if (ins.handler_idx == WINED3DSIH_BEM)
767                 {
768                     reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx[0].offset;
769                 }
770             }
771
772             if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
773             else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
774             else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
775             else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
776             else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
777             else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
778             else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
779             else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
780             else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
781             else if (ins.handler_idx == WINED3DSIH_LOOP
782                     || ins.handler_idx == WINED3DSIH_REP)
783             {
784                 ++cur_loop_depth;
785                 if (cur_loop_depth > max_loop_depth)
786                     max_loop_depth = cur_loop_depth;
787             }
788             else if (ins.handler_idx == WINED3DSIH_ENDLOOP
789                     || ins.handler_idx == WINED3DSIH_ENDREP)
790                 --cur_loop_depth;
791
792             if (ins.predicate)
793                 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
794
795             for (i = 0; i < ins.src_count; ++i)
796             {
797                 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
798                 struct wined3d_shader_register reg = ins.src[i].reg;
799
800                 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
801                 while (count)
802                 {
803                     ++reg.idx[0].offset;
804                     shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
805                     --count;
806                 }
807
808                 if (color0_mov)
809                 {
810                     if (ins.src[i].reg.type == WINED3DSPR_TEMP
811                             && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
812                     {
813                         shader->u.ps.color0_mov = TRUE;
814                         shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
815                     }
816                 }
817             }
818         }
819     }
820     reg_maps->loop_depth = max_loop_depth;
821
822     /* PS before 2.0 don't have explicit color outputs. Instead the value of
823      * R0 is written to the render target. */
824     if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
825         reg_maps->rt_mask |= (1 << 0);
826
827     shader->functionLength = ((const char *)ptr - (const char *)byte_code);
828
829     return WINED3D_OK;
830 }
831
832 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
833 {
834     DWORD map = 1 << max;
835     map |= map - 1;
836     map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
837
838     return wined3d_log2i(map);
839 }
840
841 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
842         const struct wined3d_shader_version *shader_version)
843 {
844     TRACE("dcl");
845
846     if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
847     {
848         switch (semantic->sampler_type)
849         {
850             case WINED3DSTT_2D: TRACE("_2d"); break;
851             case WINED3DSTT_CUBE: TRACE("_cube"); break;
852             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
853             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
854         }
855     }
856     else
857     {
858         /* Pixel shaders 3.0 don't have usage semantics. */
859         if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
860         else TRACE("_");
861
862         switch (semantic->usage)
863         {
864             case WINED3D_DECL_USAGE_POSITION:
865                 TRACE("position%u", semantic->usage_idx);
866                 break;
867
868             case WINED3D_DECL_USAGE_BLEND_INDICES:
869                 TRACE("blend");
870                 break;
871
872             case WINED3D_DECL_USAGE_BLEND_WEIGHT:
873                 TRACE("weight");
874                 break;
875
876             case WINED3D_DECL_USAGE_NORMAL:
877                 TRACE("normal%u", semantic->usage_idx);
878                 break;
879
880             case WINED3D_DECL_USAGE_PSIZE:
881                 TRACE("psize");
882                 break;
883
884             case WINED3D_DECL_USAGE_COLOR:
885                 if (!semantic->usage_idx) TRACE("color");
886                 else TRACE("specular%u", (semantic->usage_idx - 1));
887                 break;
888
889             case WINED3D_DECL_USAGE_TEXCOORD:
890                 TRACE("texture%u", semantic->usage_idx);
891                 break;
892
893             case WINED3D_DECL_USAGE_TANGENT:
894                 TRACE("tangent");
895                 break;
896
897             case WINED3D_DECL_USAGE_BINORMAL:
898                 TRACE("binormal");
899                 break;
900
901             case WINED3D_DECL_USAGE_TESS_FACTOR:
902                 TRACE("tessfactor");
903                 break;
904
905             case WINED3D_DECL_USAGE_POSITIONT:
906                 TRACE("positionT%u", semantic->usage_idx);
907                 break;
908
909             case WINED3D_DECL_USAGE_FOG:
910                 TRACE("fog");
911                 break;
912
913             case WINED3D_DECL_USAGE_DEPTH:
914                 TRACE("depth");
915                 break;
916
917             case WINED3D_DECL_USAGE_SAMPLE:
918                 TRACE("sample");
919                 break;
920
921             default:
922                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
923         }
924     }
925 }
926
927 static void shader_dump_register(const struct wined3d_shader_register *reg,
928         const struct wined3d_shader_version *shader_version)
929 {
930     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
931     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
932     UINT offset = reg->idx[0].offset;
933
934     switch (reg->type)
935     {
936         case WINED3DSPR_TEMP:
937             TRACE("r");
938             break;
939
940         case WINED3DSPR_INPUT:
941             TRACE("v");
942             break;
943
944         case WINED3DSPR_CONST:
945         case WINED3DSPR_CONST2:
946         case WINED3DSPR_CONST3:
947         case WINED3DSPR_CONST4:
948             TRACE("c");
949             offset = shader_get_float_offset(reg->type, offset);
950             break;
951
952         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
953             TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
954             break;
955
956         case WINED3DSPR_RASTOUT:
957             TRACE("%s", rastout_reg_names[offset]);
958             break;
959
960         case WINED3DSPR_COLOROUT:
961             TRACE("oC");
962             break;
963
964         case WINED3DSPR_DEPTHOUT:
965             TRACE("oDepth");
966             break;
967
968         case WINED3DSPR_ATTROUT:
969             TRACE("oD");
970             break;
971
972         case WINED3DSPR_TEXCRDOUT:
973             /* Vertex shaders >= 3.0 use general purpose output registers
974              * (WINED3DSPR_OUTPUT), which can include an address token. */
975             if (shader_version->major >= 3) TRACE("o");
976             else TRACE("oT");
977             break;
978
979         case WINED3DSPR_CONSTINT:
980             TRACE("i");
981             break;
982
983         case WINED3DSPR_CONSTBOOL:
984             TRACE("b");
985             break;
986
987         case WINED3DSPR_LABEL:
988             TRACE("l");
989             break;
990
991         case WINED3DSPR_LOOP:
992             TRACE("aL");
993             break;
994
995         case WINED3DSPR_SAMPLER:
996             TRACE("s");
997             break;
998
999         case WINED3DSPR_MISCTYPE:
1000             if (offset > 1)
1001                 FIXME("Unhandled misctype register %u.\n", offset);
1002             else
1003                 TRACE("%s", misctype_reg_names[offset]);
1004             break;
1005
1006         case WINED3DSPR_PREDICATE:
1007             TRACE("p");
1008             break;
1009
1010         case WINED3DSPR_IMMCONST:
1011             TRACE("l");
1012             break;
1013
1014         case WINED3DSPR_CONSTBUFFER:
1015             TRACE("cb");
1016             break;
1017
1018         case WINED3DSPR_PRIMID:
1019             TRACE("primID");
1020             break;
1021
1022         case WINED3DSPR_NULL:
1023             TRACE("null");
1024             break;
1025
1026         case WINED3DSPR_RESOURCE:
1027             TRACE("t");
1028             break;
1029
1030         default:
1031             TRACE("unhandled_rtype(%#x)", reg->type);
1032             break;
1033     }
1034
1035     if (reg->type == WINED3DSPR_IMMCONST)
1036     {
1037         TRACE("(");
1038         switch (reg->immconst_type)
1039         {
1040             case WINED3D_IMMCONST_SCALAR:
1041                 switch (reg->data_type)
1042                 {
1043                     case WINED3D_DATA_FLOAT:
1044                         TRACE("%.8e", *(const float *)reg->immconst_data);
1045                         break;
1046                     case WINED3D_DATA_INT:
1047                         TRACE("%d", reg->immconst_data[0]);
1048                         break;
1049                     case WINED3D_DATA_RESOURCE:
1050                     case WINED3D_DATA_SAMPLER:
1051                     case WINED3D_DATA_UINT:
1052                         TRACE("%u", reg->immconst_data[0]);
1053                         break;
1054                     default:
1055                         TRACE("<unhandled data type %#x>", reg->data_type);
1056                         break;
1057                 }
1058                 break;
1059
1060             case WINED3D_IMMCONST_VEC4:
1061                 switch (reg->data_type)
1062                 {
1063                     case WINED3D_DATA_FLOAT:
1064                         TRACE("%.8e, %.8e, %.8e, %.8e",
1065                                 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1066                                 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1067                         break;
1068                     case WINED3D_DATA_INT:
1069                         TRACE("%d, %d, %d, %d",
1070                                 reg->immconst_data[0], reg->immconst_data[1],
1071                                 reg->immconst_data[2], reg->immconst_data[3]);
1072                         break;
1073                     case WINED3D_DATA_RESOURCE:
1074                     case WINED3D_DATA_SAMPLER:
1075                     case WINED3D_DATA_UINT:
1076                         TRACE("%u, %u, %u, %u",
1077                                 reg->immconst_data[0], reg->immconst_data[1],
1078                                 reg->immconst_data[2], reg->immconst_data[3]);
1079                         break;
1080                     default:
1081                         TRACE("<unhandled data type %#x>", reg->data_type);
1082                         break;
1083                 }
1084                 break;
1085
1086             default:
1087                 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1088                 break;
1089         }
1090         TRACE(")");
1091     }
1092     else if (reg->type != WINED3DSPR_RASTOUT
1093             && reg->type != WINED3DSPR_MISCTYPE
1094             && reg->type != WINED3DSPR_NULL)
1095     {
1096         if (offset != ~0U)
1097         {
1098             TRACE("[");
1099             if (reg->idx[0].rel_addr)
1100             {
1101                 shader_dump_src_param(reg->idx[0].rel_addr, shader_version);
1102                 TRACE(" + ");
1103             }
1104             TRACE("%u]", offset);
1105
1106             if (reg->idx[1].offset != ~0U)
1107             {
1108                 TRACE("[");
1109                 if (reg->idx[1].rel_addr)
1110                 {
1111                     shader_dump_src_param(reg->idx[1].rel_addr, shader_version);
1112                     TRACE(" + ");
1113                 }
1114                 TRACE("%u]", reg->idx[1].offset);
1115             }
1116         }
1117     }
1118 }
1119
1120 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1121         const struct wined3d_shader_version *shader_version)
1122 {
1123     DWORD write_mask = param->write_mask;
1124
1125     shader_dump_register(&param->reg, shader_version);
1126
1127     if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1128     {
1129         static const char *write_mask_chars = "xyzw";
1130
1131         TRACE(".");
1132         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1133         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1134         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1135         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1136     }
1137 }
1138
1139 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1140         const struct wined3d_shader_version *shader_version)
1141 {
1142     enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1143     DWORD swizzle = param->swizzle;
1144
1145     if (src_modifier == WINED3DSPSM_NEG
1146             || src_modifier == WINED3DSPSM_BIASNEG
1147             || src_modifier == WINED3DSPSM_SIGNNEG
1148             || src_modifier == WINED3DSPSM_X2NEG
1149             || src_modifier == WINED3DSPSM_ABSNEG)
1150         TRACE("-");
1151     else if (src_modifier == WINED3DSPSM_COMP)
1152         TRACE("1-");
1153     else if (src_modifier == WINED3DSPSM_NOT)
1154         TRACE("!");
1155
1156     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1157         TRACE("abs(");
1158
1159     shader_dump_register(&param->reg, shader_version);
1160
1161     if (src_modifier)
1162     {
1163         switch (src_modifier)
1164         {
1165             case WINED3DSPSM_NONE:    break;
1166             case WINED3DSPSM_NEG:     break;
1167             case WINED3DSPSM_NOT:     break;
1168             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
1169             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1170             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
1171             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1172             case WINED3DSPSM_COMP:    break;
1173             case WINED3DSPSM_X2:      TRACE("_x2"); break;
1174             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
1175             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
1176             case WINED3DSPSM_DW:      TRACE("_dw"); break;
1177             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
1178             case WINED3DSPSM_ABS:     TRACE(")"); break;
1179             default:                  TRACE("_unknown_modifier(%#x)", src_modifier);
1180         }
1181     }
1182
1183     if (swizzle != WINED3DSP_NOSWIZZLE)
1184     {
1185         static const char *swizzle_chars = "xyzw";
1186         DWORD swizzle_x = swizzle & 0x03;
1187         DWORD swizzle_y = (swizzle >> 2) & 0x03;
1188         DWORD swizzle_z = (swizzle >> 4) & 0x03;
1189         DWORD swizzle_w = (swizzle >> 6) & 0x03;
1190
1191         if (swizzle_x == swizzle_y
1192                 && swizzle_x == swizzle_z
1193                 && swizzle_x == swizzle_w)
1194         {
1195             TRACE(".%c", swizzle_chars[swizzle_x]);
1196         }
1197         else
1198         {
1199             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1200                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1201         }
1202     }
1203 }
1204
1205 /* Shared code in order to generate the bulk of the shader string.
1206  * NOTE: A description of how to parse tokens can be found on MSDN. */
1207 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1208         const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1209 {
1210     struct wined3d_device *device = shader->device;
1211     const struct wined3d_shader_frontend *fe = shader->frontend;
1212     void *fe_data = shader->frontend_data;
1213     struct wined3d_shader_version shader_version;
1214     struct wined3d_shader_loop_state loop_state;
1215     struct wined3d_shader_instruction ins;
1216     struct wined3d_shader_tex_mx tex_mx;
1217     struct wined3d_shader_context ctx;
1218     const DWORD *ptr = byte_code;
1219
1220     /* Initialize current parsing state. */
1221     tex_mx.current_row = 0;
1222     loop_state.current_depth = 0;
1223     loop_state.current_reg = 0;
1224
1225     ctx.shader = shader;
1226     ctx.gl_info = &device->adapter->gl_info;
1227     ctx.reg_maps = reg_maps;
1228     ctx.buffer = buffer;
1229     ctx.tex_mx = &tex_mx;
1230     ctx.loop_state = &loop_state;
1231     ctx.backend_data = backend_ctx;
1232     ins.ctx = &ctx;
1233
1234     fe->shader_read_header(fe_data, &ptr, &shader_version);
1235
1236     while (!fe->shader_is_end(fe_data, &ptr))
1237     {
1238         /* Read opcode. */
1239         fe->shader_read_instruction(fe_data, &ptr, &ins);
1240
1241         /* Unknown opcode and its parameters. */
1242         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1243         {
1244             TRACE("Skipping unrecognized instruction.\n");
1245             continue;
1246         }
1247
1248         if (ins.predicate)
1249             FIXME("Predicates not implemented.\n");
1250
1251         /* Call appropriate function for output target */
1252         device->shader_backend->shader_handle_instruction(&ins);
1253     }
1254 }
1255
1256 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1257 {
1258     DWORD mmask = dst->modifiers;
1259
1260     switch (dst->shift)
1261     {
1262         case 0: break;
1263         case 13: TRACE("_d8"); break;
1264         case 14: TRACE("_d4"); break;
1265         case 15: TRACE("_d2"); break;
1266         case 1: TRACE("_x2"); break;
1267         case 2: TRACE("_x4"); break;
1268         case 3: TRACE("_x8"); break;
1269         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1270     }
1271
1272     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1273     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1274     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1275
1276     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1277     if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1278 }
1279
1280 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1281 {
1282     switch (primitive_type)
1283     {
1284         case WINED3D_PT_UNDEFINED:
1285             TRACE("undefined");
1286             break;
1287         case WINED3D_PT_POINTLIST:
1288             TRACE("pointlist");
1289             break;
1290         case WINED3D_PT_LINELIST:
1291             TRACE("linelist");
1292             break;
1293         case WINED3D_PT_LINESTRIP:
1294             TRACE("linestrip");
1295             break;
1296         case WINED3D_PT_TRIANGLELIST:
1297             TRACE("trianglelist");
1298             break;
1299         case WINED3D_PT_TRIANGLESTRIP:
1300             TRACE("trianglestrip");
1301             break;
1302         case WINED3D_PT_TRIANGLEFAN:
1303             TRACE("trianglefan");
1304             break;
1305         case WINED3D_PT_LINELIST_ADJ:
1306             TRACE("linelist_adj");
1307             break;
1308         case WINED3D_PT_LINESTRIP_ADJ:
1309             TRACE("linestrip_adj");
1310             break;
1311         case WINED3D_PT_TRIANGLELIST_ADJ:
1312             TRACE("trianglelist_adj");
1313             break;
1314         case WINED3D_PT_TRIANGLESTRIP_ADJ:
1315             TRACE("trianglestrip_adj");
1316             break;
1317         default:
1318             TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1319             break;
1320     }
1321 }
1322
1323 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1324 {
1325     struct wined3d_shader_version shader_version;
1326     const DWORD *ptr = byte_code;
1327     const char *type_prefix;
1328     DWORD i;
1329
1330     TRACE("Parsing %p.\n", byte_code);
1331
1332     fe->shader_read_header(fe_data, &ptr, &shader_version);
1333
1334     switch (shader_version.type)
1335     {
1336         case WINED3D_SHADER_TYPE_VERTEX:
1337             type_prefix = "vs";
1338             break;
1339
1340         case WINED3D_SHADER_TYPE_GEOMETRY:
1341             type_prefix = "gs";
1342             break;
1343
1344         case WINED3D_SHADER_TYPE_PIXEL:
1345             type_prefix = "ps";
1346             break;
1347
1348         default:
1349             FIXME("Unhandled shader type %#x.\n", shader_version.type);
1350             type_prefix = "unknown";
1351             break;
1352     }
1353
1354     TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1355
1356     while (!fe->shader_is_end(fe_data, &ptr))
1357     {
1358         struct wined3d_shader_instruction ins;
1359
1360         fe->shader_read_instruction(fe_data, &ptr, &ins);
1361         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1362         {
1363             TRACE("Skipping unrecognized instruction.\n");
1364             continue;
1365         }
1366
1367         if (ins.handler_idx == WINED3DSIH_DCL)
1368         {
1369             shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1370             shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1371             TRACE(" ");
1372             shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1373         }
1374         else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1375         {
1376             TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1377             shader_dump_src_param(&ins.declaration.src, &shader_version);
1378             TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1379         }
1380         else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1381                 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1382         {
1383             TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1384             shader_dump_primitive_type(ins.declaration.primitive_type);
1385         }
1386         else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1387         {
1388             TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1389         }
1390         else if (ins.handler_idx == WINED3DSIH_DEF)
1391         {
1392             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type,
1393                     ins.dst[0].reg.idx[0].offset),
1394                     *(const float *)&ins.src[0].reg.immconst_data[0],
1395                     *(const float *)&ins.src[0].reg.immconst_data[1],
1396                     *(const float *)&ins.src[0].reg.immconst_data[2],
1397                     *(const float *)&ins.src[0].reg.immconst_data[3]);
1398         }
1399         else if (ins.handler_idx == WINED3DSIH_DEFI)
1400         {
1401             TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
1402                     ins.src[0].reg.immconst_data[0],
1403                     ins.src[0].reg.immconst_data[1],
1404                     ins.src[0].reg.immconst_data[2],
1405                     ins.src[0].reg.immconst_data[3]);
1406         }
1407         else if (ins.handler_idx == WINED3DSIH_DEFB)
1408         {
1409             TRACE("defb b%u = %s", ins.dst[0].reg.idx[0].offset, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1410         }
1411         else
1412         {
1413             if (ins.predicate)
1414             {
1415                 TRACE("(");
1416                 shader_dump_src_param(ins.predicate, &shader_version);
1417                 TRACE(") ");
1418             }
1419
1420             /* PixWin marks instructions with the coissue flag with a '+' */
1421             if (ins.coissue) TRACE("+");
1422
1423             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1424
1425             if (ins.handler_idx == WINED3DSIH_IFC
1426                     || ins.handler_idx == WINED3DSIH_BREAKC)
1427             {
1428                 switch (ins.flags)
1429                 {
1430                     case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1431                     case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1432                     case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1433                     case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1434                     case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1435                     case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1436                     default: TRACE("_(%u)", ins.flags);
1437                 }
1438             }
1439             else if (ins.handler_idx == WINED3DSIH_TEX
1440                     && shader_version.major >= 2
1441                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1442             {
1443                 TRACE("p");
1444             }
1445
1446             for (i = 0; i < ins.dst_count; ++i)
1447             {
1448                 shader_dump_ins_modifiers(&ins.dst[i]);
1449                 TRACE(!i ? " " : ", ");
1450                 shader_dump_dst_param(&ins.dst[i], &shader_version);
1451             }
1452
1453             /* Other source tokens */
1454             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1455             {
1456                 TRACE(!i ? " " : ", ");
1457                 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1458             }
1459         }
1460         TRACE("\n");
1461     }
1462 }
1463
1464 static void shader_cleanup(struct wined3d_shader *shader)
1465 {
1466     shader->device->shader_backend->shader_destroy(shader);
1467     HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1468     HeapFree(GetProcessHeap(), 0, shader->function);
1469     shader_delete_constant_list(&shader->constantsF);
1470     shader_delete_constant_list(&shader->constantsB);
1471     shader_delete_constant_list(&shader->constantsI);
1472     list_remove(&shader->shader_list_entry);
1473
1474     if (shader->frontend && shader->frontend_data)
1475         shader->frontend->shader_free(shader->frontend_data);
1476 }
1477
1478 struct shader_none_priv
1479 {
1480     const struct fragment_pipeline *fragment_pipe;
1481     BOOL ffp_proj_control;
1482 };
1483
1484 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1485 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1486         enum tex_types tex_type, const SIZE *ds_mask_size) {}
1487 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1488 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1489 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1490 static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1491 static void shader_none_load_np2fixup_constants(void *shader_priv,
1492         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1493 static void shader_none_destroy(struct wined3d_shader *shader) {}
1494 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
1495
1496 static void shader_none_select(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
1497         enum wined3d_shader_mode fragment_mode)
1498 {
1499     const struct wined3d_gl_info *gl_info = context->gl_info;
1500     struct wined3d_device *device = context->swapchain->device;
1501     struct shader_none_priv *priv = device->shader_priv;
1502
1503     priv->fragment_pipe->enable_extension(gl_info, fragment_mode == WINED3D_SHADER_MODE_FFP);
1504 }
1505
1506 static HRESULT shader_none_alloc(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe)
1507 {
1508     struct fragment_caps fragment_caps;
1509     struct shader_none_priv *priv;
1510     void *fragment_priv;
1511
1512     if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
1513         return E_OUTOFMEMORY;
1514
1515     if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
1516     {
1517         ERR("Failed to initialize fragment pipe.\n");
1518         HeapFree(GetProcessHeap(), 0, priv);
1519         return E_FAIL;
1520     }
1521
1522     fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
1523     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1524     device->fragment_priv = fragment_priv;
1525     priv->fragment_pipe = fragment_pipe;
1526     device->shader_priv = priv;
1527
1528     return WINED3D_OK;
1529 }
1530
1531 static void shader_none_free(struct wined3d_device *device)
1532 {
1533     struct shader_none_priv *priv = device->shader_priv;
1534
1535     priv->fragment_pipe->free_private(device);
1536     HeapFree(GetProcessHeap(), 0, priv);
1537 }
1538
1539 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1540 {
1541     /* Set the shader caps to 0 for the none shader backend */
1542     caps->vs_version = 0;
1543     caps->gs_version = 0;
1544     caps->ps_version = 0;
1545     caps->vs_uniform_count = 0;
1546     caps->ps_uniform_count = 0;
1547     caps->ps_1x_max_value = 0.0f;
1548     caps->wined3d_caps = 0;
1549 }
1550
1551 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1552 {
1553     /* We "support" every possible fixup, since we don't support any shader
1554      * model, and will never have to actually sample a texture. */
1555     return TRUE;
1556 }
1557
1558 static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
1559 {
1560     struct shader_none_priv *priv = shader_priv;
1561
1562     return priv->ffp_proj_control;
1563 }
1564
1565 const struct wined3d_shader_backend_ops none_shader_backend =
1566 {
1567     shader_none_handle_instruction,
1568     shader_none_select,
1569     shader_none_select_depth_blt,
1570     shader_none_deselect_depth_blt,
1571     shader_none_update_float_vertex_constants,
1572     shader_none_update_float_pixel_constants,
1573     shader_none_load_constants,
1574     shader_none_load_np2fixup_constants,
1575     shader_none_destroy,
1576     shader_none_alloc,
1577     shader_none_free,
1578     shader_none_context_destroyed,
1579     shader_none_get_caps,
1580     shader_none_color_fixup_supported,
1581     shader_none_has_ffp_proj_control,
1582 };
1583
1584 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1585         const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1586         enum wined3d_shader_type type, unsigned int max_version)
1587 {
1588     struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1589     const struct wined3d_shader_frontend *fe;
1590     HRESULT hr;
1591     unsigned int backend_version;
1592
1593     TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1594             shader, byte_code, output_signature, float_const_count);
1595
1596     fe = shader_select_frontend(*byte_code);
1597     if (!fe)
1598     {
1599         FIXME("Unable to find frontend for shader.\n");
1600         return WINED3DERR_INVALIDCALL;
1601     }
1602     shader->frontend = fe;
1603     shader->frontend_data = fe->shader_init(byte_code, output_signature);
1604     if (!shader->frontend_data)
1605     {
1606         FIXME("Failed to initialize frontend.\n");
1607         return WINED3DERR_INVALIDCALL;
1608     }
1609
1610     /* First pass: trace shader. */
1611     if (TRACE_ON(d3d_shader))
1612         shader_trace_init(fe, shader->frontend_data, byte_code);
1613
1614     /* Initialize immediate constant lists. */
1615     list_init(&shader->constantsF);
1616     list_init(&shader->constantsB);
1617     list_init(&shader->constantsI);
1618
1619     /* Second pass: figure out which registers are used, what the semantics are, etc. */
1620     hr = shader_get_registers_used(shader, fe,
1621             reg_maps, shader->input_signature, shader->output_signature,
1622             byte_code, float_const_count);
1623     if (FAILED(hr)) return hr;
1624
1625     if (reg_maps->shader_version.type != type)
1626     {
1627         WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1628         return WINED3DERR_INVALIDCALL;
1629     }
1630     if (reg_maps->shader_version.major > max_version)
1631     {
1632         WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1633         return WINED3DERR_INVALIDCALL;
1634     }
1635     switch (type)
1636     {
1637         case WINED3D_SHADER_TYPE_VERTEX:
1638             backend_version = shader->device->vs_version;
1639             break;
1640         case WINED3D_SHADER_TYPE_GEOMETRY:
1641             backend_version = shader->device->gs_version;
1642             break;
1643         case WINED3D_SHADER_TYPE_PIXEL:
1644             backend_version = shader->device->ps_version;
1645             break;
1646         default:
1647             FIXME("No backend version-checking for this shader type\n");
1648             backend_version = 0;
1649     }
1650     if (reg_maps->shader_version.major > backend_version)
1651     {
1652         WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1653                 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1654         return WINED3DERR_INVALIDCALL;
1655     }
1656
1657     shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1658     if (!shader->function)
1659         return E_OUTOFMEMORY;
1660     memcpy(shader->function, byte_code, shader->functionLength);
1661
1662     return WINED3D_OK;
1663 }
1664
1665 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1666 {
1667     ULONG refcount = InterlockedIncrement(&shader->ref);
1668
1669     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1670
1671     return refcount;
1672 }
1673
1674 /* Do not call while under the GL lock. */
1675 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1676 {
1677     ULONG refcount = InterlockedDecrement(&shader->ref);
1678
1679     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1680
1681     if (!refcount)
1682     {
1683         shader_cleanup(shader);
1684         shader->parent_ops->wined3d_object_destroyed(shader->parent);
1685         HeapFree(GetProcessHeap(), 0, shader);
1686     }
1687
1688     return refcount;
1689 }
1690
1691 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1692 {
1693     TRACE("shader %p.\n", shader);
1694
1695     return shader->parent;
1696 }
1697
1698 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1699         void *byte_code, UINT *byte_code_size)
1700 {
1701     TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1702
1703     if (!byte_code)
1704     {
1705         *byte_code_size = shader->functionLength;
1706         return WINED3D_OK;
1707     }
1708
1709     if (*byte_code_size < shader->functionLength)
1710     {
1711         /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1712          * than the required size we should write the required size and
1713          * return D3DERR_MOREDATA. That's not actually true. */
1714         return WINED3DERR_INVALIDCALL;
1715     }
1716
1717     memcpy(byte_code, shader->function, shader->functionLength);
1718
1719     return WINED3D_OK;
1720 }
1721
1722 /* Set local constants for d3d8 shaders. */
1723 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1724         UINT start_idx, const float *src_data, UINT count)
1725 {
1726     UINT end_idx = start_idx + count;
1727     UINT i;
1728
1729     TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1730
1731     if (end_idx > shader->limits.constant_float)
1732     {
1733         WARN("end_idx %u > float constants limit %u.\n",
1734                 end_idx, shader->limits.constant_float);
1735         end_idx = shader->limits.constant_float;
1736     }
1737
1738     for (i = start_idx; i < end_idx; ++i)
1739     {
1740         struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1741         if (!lconst)
1742             return E_OUTOFMEMORY;
1743
1744         lconst->idx = i;
1745         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1746         list_add_head(&shader->constantsF, &lconst->entry);
1747     }
1748
1749     return WINED3D_OK;
1750 }
1751
1752 void find_vs_compile_args(const struct wined3d_state *state,
1753         const struct wined3d_shader *shader, struct vs_compile_args *args)
1754 {
1755     args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1756             == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1757     args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1758             && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1759     args->swizzle_map = shader->device->strided_streams.swizzle_map;
1760 }
1761
1762 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1763 {
1764     if (usage_idx1 != usage_idx2)
1765         return FALSE;
1766     if (usage1 == usage2)
1767         return TRUE;
1768     if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1769         return TRUE;
1770     if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1771         return TRUE;
1772
1773     return FALSE;
1774 }
1775
1776 BOOL vshader_get_input(const struct wined3d_shader *shader,
1777         BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1778 {
1779     WORD map = shader->reg_maps.input_registers;
1780     unsigned int i;
1781
1782     for (i = 0; map; map >>= 1, ++i)
1783     {
1784         if (!(map & 1)) continue;
1785
1786         if (match_usage(shader->u.vs.attributes[i].usage,
1787                 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1788         {
1789             *regnum = i;
1790             return TRUE;
1791         }
1792     }
1793     return FALSE;
1794 }
1795
1796 static void vertexshader_set_limits(struct wined3d_shader *shader)
1797 {
1798     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1799             shader->reg_maps.shader_version.minor);
1800     struct wined3d_device *device = shader->device;
1801
1802     shader->limits.packed_input = 0;
1803
1804     switch (shader_version)
1805     {
1806         case WINED3D_SHADER_VERSION(1, 0):
1807         case WINED3D_SHADER_VERSION(1, 1):
1808             shader->limits.constant_bool = 0;
1809             shader->limits.constant_int = 0;
1810             shader->limits.packed_output = 12;
1811             shader->limits.sampler = 0;
1812             /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1813              * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1814              * constants? */
1815             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1816             break;
1817
1818         case WINED3D_SHADER_VERSION(2, 0):
1819         case WINED3D_SHADER_VERSION(2, 1):
1820             shader->limits.constant_bool = 16;
1821             shader->limits.constant_int = 16;
1822             shader->limits.packed_output = 12;
1823             shader->limits.sampler = 0;
1824             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1825             break;
1826
1827         case WINED3D_SHADER_VERSION(3, 0):
1828             shader->limits.constant_bool = 16;
1829             shader->limits.constant_int = 16;
1830             shader->limits.packed_output = 12;
1831             shader->limits.sampler = 4;
1832             /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1833              * even though they are capable of supporting much more (GL
1834              * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1835              * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1836              * shaders to 256. */
1837             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1838             break;
1839
1840         case WINED3D_SHADER_VERSION(4, 0):
1841             shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1842             shader->limits.constant_int = 0;
1843             shader->limits.constant_float = 0;
1844             shader->limits.constant_bool = 0;
1845             shader->limits.packed_output = 16;
1846             shader->limits.packed_input = 0;
1847             break;
1848
1849         default:
1850             shader->limits.constant_bool = 16;
1851             shader->limits.constant_int = 16;
1852             shader->limits.packed_output = 12;
1853             shader->limits.sampler = 0;
1854             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1855             FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1856                     shader->reg_maps.shader_version.major,
1857                     shader->reg_maps.shader_version.minor);
1858     }
1859 }
1860
1861 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1862         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1863         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1864 {
1865     struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1866     unsigned int i;
1867     HRESULT hr;
1868     WORD map;
1869
1870     if (!byte_code) return WINED3DERR_INVALIDCALL;
1871
1872     shader_init(shader, device, parent, parent_ops);
1873     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
1874             WINED3D_SHADER_TYPE_VERTEX, max_version);
1875     if (FAILED(hr))
1876     {
1877         WARN("Failed to set function, hr %#x.\n", hr);
1878         shader_cleanup(shader);
1879         return hr;
1880     }
1881
1882     map = reg_maps->input_registers;
1883     for (i = 0; map; map >>= 1, ++i)
1884     {
1885         if (!(map & 1) || !shader->input_signature[i].semantic_name)
1886             continue;
1887
1888         shader->u.vs.attributes[i].usage =
1889                 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1890         shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1891     }
1892
1893     if (output_signature)
1894     {
1895         for (i = 0; i < output_signature->element_count; ++i)
1896         {
1897             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1898             reg_maps->output_registers |= 1 << e->register_idx;
1899             shader->output_signature[e->register_idx] = *e;
1900         }
1901     }
1902
1903     vertexshader_set_limits(shader);
1904
1905     shader->load_local_constsF = reg_maps->usesrelconstF
1906             && !list_empty(&shader->constantsF);
1907
1908     return WINED3D_OK;
1909 }
1910
1911 static void geometryshader_set_limits(struct wined3d_shader *shader)
1912 {
1913     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1914             shader->reg_maps.shader_version.minor);
1915
1916     switch (shader_version)
1917     {
1918         case WINED3D_SHADER_VERSION(4, 0):
1919             shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1920             shader->limits.constant_int = 0;
1921             shader->limits.constant_float = 0;
1922             shader->limits.constant_bool = 0;
1923             shader->limits.packed_output = 32;
1924             shader->limits.packed_input = 16;
1925             break;
1926
1927         default:
1928             memset(&shader->limits, 0, sizeof(shader->limits));
1929             FIXME("Unhandled geometry shader version \"%u.%u\".\n",
1930                     shader->reg_maps.shader_version.major,
1931                     shader->reg_maps.shader_version.minor);
1932     }
1933 }
1934
1935 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1936         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1937         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1938 {
1939     HRESULT hr;
1940
1941     shader_init(shader, device, parent, parent_ops);
1942     hr = shader_set_function(shader, byte_code, output_signature, 0,
1943             WINED3D_SHADER_TYPE_GEOMETRY, max_version);
1944     if (FAILED(hr))
1945     {
1946         WARN("Failed to set function, hr %#x.\n", hr);
1947         shader_cleanup(shader);
1948         return hr;
1949     }
1950
1951     geometryshader_set_limits(shader);
1952
1953     shader->load_local_constsF = FALSE;
1954
1955     return WINED3D_OK;
1956 }
1957
1958 void find_ps_compile_args(const struct wined3d_state *state,
1959         const struct wined3d_shader *shader, struct ps_compile_args *args)
1960 {
1961     struct wined3d_device *device = shader->device;
1962     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1963     const struct wined3d_texture *texture;
1964     UINT i;
1965
1966     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
1967     if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1968     {
1969         const struct wined3d_surface *rt = state->fb->render_targets[0];
1970         if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
1971         {
1972             static unsigned int warned = 0;
1973
1974             args->srgb_correction = 1;
1975             if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
1976                 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
1977                         "support, expect rendering artifacts.\n");
1978         }
1979     }
1980
1981     if (shader->reg_maps.shader_version.major == 1
1982             && shader->reg_maps.shader_version.minor <= 3)
1983     {
1984         for (i = 0; i < 4; ++i)
1985         {
1986             DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
1987
1988             if (flags & WINED3D_TTFF_PROJECTED)
1989             {
1990                 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
1991
1992                 if (!state->vertex_shader)
1993                 {
1994                     unsigned int j;
1995                     unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
1996                     DWORD max_valid = WINED3D_TTFF_COUNT4;
1997                     enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
1998
1999                     for (j = 0; j < state->vertex_declaration->element_count; ++j)
2000                     {
2001                         struct wined3d_vertex_declaration_element *element =
2002                                 &state->vertex_declaration->elements[j];
2003
2004                         if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
2005                                 && element->usage_idx == index)
2006                         {
2007                             max_valid = element->format->component_count;
2008                             break;
2009                         }
2010                     }
2011                     if (!tex_transform || tex_transform > max_valid)
2012                     {
2013                         WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
2014                                 tex_transform, max_valid);
2015                         tex_transform = max_valid;
2016                     }
2017                     if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
2018                             || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
2019                             || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
2020                         tex_transform |= WINED3D_PSARGS_PROJECTED;
2021                     else
2022                     {
2023                         WARN("Application requested projected texture with unsuitable texture coordinates.\n");
2024                         WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
2025                                 i, tex_transform, sampler_type);
2026                     }
2027                 }
2028                 else
2029                     tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
2030
2031                 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2032             }
2033         }
2034     }
2035
2036     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2037     {
2038         if (!shader->reg_maps.sampler_type[i])
2039             continue;
2040
2041         texture = state->textures[i];
2042         if (!texture)
2043         {
2044             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2045             continue;
2046         }
2047         args->color_fixup[i] = texture->resource.format->color_fixup;
2048
2049         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2050             args->shadow |= 1 << i;
2051
2052         /* Flag samplers that need NP2 texcoord fixup. */
2053         if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2054             args->np2_fixup |= (1 << i);
2055     }
2056     if (shader->reg_maps.shader_version.major >= 3)
2057     {
2058         if (device->strided_streams.position_transformed)
2059         {
2060             args->vp_mode = pretransformed;
2061         }
2062         else if (use_vs(state))
2063         {
2064             args->vp_mode = vertexshader;
2065         }
2066         else
2067         {
2068             args->vp_mode = fixedfunction;
2069         }
2070         args->fog = FOG_OFF;
2071     }
2072     else
2073     {
2074         args->vp_mode = vertexshader;
2075         if (state->render_states[WINED3D_RS_FOGENABLE])
2076         {
2077             switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2078             {
2079                 case WINED3D_FOG_NONE:
2080                     if (device->strided_streams.position_transformed || use_vs(state))
2081                     {
2082                         args->fog = FOG_LINEAR;
2083                         break;
2084                     }
2085
2086                     switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2087                     {
2088                         case WINED3D_FOG_NONE: /* Fall through. */
2089                         case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2090                         case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
2091                         case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
2092                     }
2093                     break;
2094
2095                 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2096                 case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
2097                 case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
2098             }
2099         }
2100         else
2101         {
2102             args->fog = FOG_OFF;
2103         }
2104     }
2105 }
2106
2107 static void pixelshader_set_limits(struct wined3d_shader *shader)
2108 {
2109     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2110             shader->reg_maps.shader_version.minor);
2111
2112     shader->limits.packed_output = 0;
2113
2114     switch (shader_version)
2115     {
2116         case WINED3D_SHADER_VERSION(1, 0):
2117         case WINED3D_SHADER_VERSION(1, 1):
2118         case WINED3D_SHADER_VERSION(1, 2):
2119         case WINED3D_SHADER_VERSION(1, 3):
2120             shader->limits.constant_float = 8;
2121             shader->limits.constant_int = 0;
2122             shader->limits.constant_bool = 0;
2123             shader->limits.sampler = 4;
2124             shader->limits.packed_input = 0;
2125             break;
2126
2127         case WINED3D_SHADER_VERSION(1, 4):
2128             shader->limits.constant_float = 8;
2129             shader->limits.constant_int = 0;
2130             shader->limits.constant_bool = 0;
2131             shader->limits.sampler = 6;
2132             shader->limits.packed_input = 0;
2133             break;
2134
2135         /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2136         case WINED3D_SHADER_VERSION(2, 0):
2137             shader->limits.constant_float = 32;
2138             shader->limits.constant_int = 16;
2139             shader->limits.constant_bool = 16;
2140             shader->limits.sampler = 16;
2141             shader->limits.packed_input = 0;
2142             break;
2143
2144         case WINED3D_SHADER_VERSION(2, 1):
2145             shader->limits.constant_float = 32;
2146             shader->limits.constant_int = 16;
2147             shader->limits.constant_bool = 16;
2148             shader->limits.sampler = 16;
2149             shader->limits.packed_input = 0;
2150             break;
2151
2152         case WINED3D_SHADER_VERSION(3, 0):
2153             shader->limits.constant_float = 224;
2154             shader->limits.constant_int = 16;
2155             shader->limits.constant_bool = 16;
2156             shader->limits.sampler = 16;
2157             shader->limits.packed_input = 12;
2158             break;
2159
2160         case WINED3D_SHADER_VERSION(4, 0):
2161             shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
2162             shader->limits.constant_int = 0;
2163             shader->limits.constant_float = 0;
2164             shader->limits.constant_bool = 0;
2165             shader->limits.packed_input = 32;
2166             break;
2167
2168         default:
2169             shader->limits.constant_float = 32;
2170             shader->limits.constant_int = 16;
2171             shader->limits.constant_bool = 16;
2172             shader->limits.sampler = 16;
2173             shader->limits.packed_input = 0;
2174             FIXME("Unrecognized pixel shader version %u.%u\n",
2175                     shader->reg_maps.shader_version.major,
2176                     shader->reg_maps.shader_version.minor);
2177     }
2178 }
2179
2180 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2181         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2182         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2183 {
2184     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2185     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2186     HRESULT hr;
2187
2188     if (!byte_code) return WINED3DERR_INVALIDCALL;
2189
2190     shader_init(shader, device, parent, parent_ops);
2191     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
2192             WINED3D_SHADER_TYPE_PIXEL, max_version);
2193     if (FAILED(hr))
2194     {
2195         WARN("Failed to set function, hr %#x.\n", hr);
2196         shader_cleanup(shader);
2197         return hr;
2198     }
2199
2200     pixelshader_set_limits(shader);
2201
2202     for (i = 0; i < MAX_REG_INPUT; ++i)
2203     {
2204         if (shader->u.ps.input_reg_used[i])
2205         {
2206             ++num_regs_used;
2207             highest_reg_used = i;
2208         }
2209     }
2210
2211     /* Don't do any register mapping magic if it is not needed, or if we can't
2212      * achieve anything anyway */
2213     if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2214             || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2215     {
2216         if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2217         {
2218             /* This happens with relative addressing. The input mapper function
2219              * warns about this if the higher registers are declared too, so
2220              * don't write a FIXME here */
2221             WARN("More varying registers used than supported\n");
2222         }
2223
2224         for (i = 0; i < MAX_REG_INPUT; ++i)
2225         {
2226             shader->u.ps.input_reg_map[i] = i;
2227         }
2228
2229         shader->u.ps.declared_in_count = highest_reg_used + 1;
2230     }
2231     else
2232     {
2233         shader->u.ps.declared_in_count = 0;
2234         for (i = 0; i < MAX_REG_INPUT; ++i)
2235         {
2236             if (shader->u.ps.input_reg_used[i])
2237                 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2238             else shader->u.ps.input_reg_map[i] = ~0U;
2239         }
2240     }
2241
2242     shader->load_local_constsF = FALSE;
2243
2244     return WINED3D_OK;
2245 }
2246
2247 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
2248 {
2249     enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2250     unsigned int i;
2251
2252     if (reg_maps->shader_version.major != 1) return;
2253
2254     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2255     {
2256         /* We don't sample from this sampler. */
2257         if (!sampler_type[i]) continue;
2258
2259         if (!textures[i])
2260         {
2261             WARN("No texture bound to sampler %u, using 2D.\n", i);
2262             sampler_type[i] = WINED3DSTT_2D;
2263             continue;
2264         }
2265
2266         switch (textures[i]->target)
2267         {
2268             case GL_TEXTURE_RECTANGLE_ARB:
2269             case GL_TEXTURE_2D:
2270                 /* We have to select between texture rectangles and 2D
2271                  * textures later because 2.0 and 3.0 shaders only have
2272                  * WINED3DSTT_2D as well. */
2273                 sampler_type[i] = WINED3DSTT_2D;
2274                 break;
2275
2276             case GL_TEXTURE_3D:
2277                 sampler_type[i] = WINED3DSTT_VOLUME;
2278                 break;
2279
2280             case GL_TEXTURE_CUBE_MAP_ARB:
2281                 sampler_type[i] = WINED3DSTT_CUBE;
2282                 break;
2283
2284             default:
2285                 FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
2286                 sampler_type[i] = WINED3DSTT_2D;
2287         }
2288     }
2289 }
2290
2291 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2292         const struct wined3d_shader_signature *output_signature, void *parent,
2293         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2294 {
2295     struct wined3d_shader *object;
2296     HRESULT hr;
2297
2298     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2299             device, byte_code, output_signature, parent, parent_ops, shader);
2300
2301     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2302     if (!object)
2303         return E_OUTOFMEMORY;
2304
2305     hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2306     if (FAILED(hr))
2307     {
2308         WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2309         HeapFree(GetProcessHeap(), 0, object);
2310         return hr;
2311     }
2312
2313     TRACE("Created geometry shader %p.\n", object);
2314     *shader = object;
2315
2316     return WINED3D_OK;
2317 }
2318
2319 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2320         const struct wined3d_shader_signature *output_signature, void *parent,
2321         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2322 {
2323     struct wined3d_shader *object;
2324     HRESULT hr;
2325
2326     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2327             device, byte_code, output_signature, parent, parent_ops, shader);
2328
2329     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2330     if (!object)
2331         return E_OUTOFMEMORY;
2332
2333     hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2334     if (FAILED(hr))
2335     {
2336         WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2337         HeapFree(GetProcessHeap(), 0, object);
2338         return hr;
2339     }
2340
2341     TRACE("Created pixel shader %p.\n", object);
2342     *shader = object;
2343
2344     return WINED3D_OK;
2345 }
2346
2347 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2348         const struct wined3d_shader_signature *output_signature, void *parent,
2349         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2350 {
2351     struct wined3d_shader *object;
2352     HRESULT hr;
2353
2354     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2355             device, byte_code, output_signature, parent, parent_ops, shader);
2356
2357     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2358     if (!object)
2359         return E_OUTOFMEMORY;
2360
2361     hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2362     if (FAILED(hr))
2363     {
2364         WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2365         HeapFree(GetProcessHeap(), 0, object);
2366         return hr;
2367     }
2368
2369     TRACE("Created vertex shader %p.\n", object);
2370     *shader = object;
2371
2372     return WINED3D_OK;
2373 }