kernel32: Update function docs for GetBinayType.
[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 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
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
30
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
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_DEF           */ "def",
53     /* WINED3DSIH_DEFB          */ "defb",
54     /* WINED3DSIH_DEFI          */ "defi",
55     /* WINED3DSIH_DIV           */ "div",
56     /* WINED3DSIH_DP2ADD        */ "dp2add",
57     /* WINED3DSIH_DP3           */ "dp3",
58     /* WINED3DSIH_DP4           */ "dp4",
59     /* WINED3DSIH_DST           */ "dst",
60     /* WINED3DSIH_DSX           */ "dsx",
61     /* WINED3DSIH_DSY           */ "dsy",
62     /* WINED3DSIH_ELSE          */ "else",
63     /* WINED3DSIH_EMIT          */ "emit",
64     /* WINED3DSIH_ENDIF         */ "endif",
65     /* WINED3DSIH_ENDLOOP       */ "endloop",
66     /* WINED3DSIH_ENDREP        */ "endrep",
67     /* WINED3DSIH_EXP           */ "exp",
68     /* WINED3DSIH_EXPP          */ "expp",
69     /* WINED3DSIH_FRC           */ "frc",
70     /* WINED3DSIH_FTOI          */ "ftoi",
71     /* WINED3DSIH_IADD          */ "iadd",
72     /* WINED3DSIH_IEQ           */ "ieq",
73     /* WINED3DSIH_IF            */ "if",
74     /* WINED3DSIH_IFC           */ "ifc",
75     /* WINED3DSIH_IGE           */ "ige",
76     /* WINED3DSIH_IMUL          */ "imul",
77     /* WINED3DSIH_ITOF          */ "itof",
78     /* WINED3DSIH_LABEL         */ "label",
79     /* WINED3DSIH_LD            */ "ld",
80     /* WINED3DSIH_LIT           */ "lit",
81     /* WINED3DSIH_LOG           */ "log",
82     /* WINED3DSIH_LOGP          */ "logp",
83     /* WINED3DSIH_LOOP          */ "loop",
84     /* WINED3DSIH_LRP           */ "lrp",
85     /* WINED3DSIH_LT            */ "lt",
86     /* WINED3DSIH_M3x2          */ "m3x2",
87     /* WINED3DSIH_M3x3          */ "m3x3",
88     /* WINED3DSIH_M3x4          */ "m3x4",
89     /* WINED3DSIH_M4x3          */ "m4x3",
90     /* WINED3DSIH_M4x4          */ "m4x4",
91     /* WINED3DSIH_MAD           */ "mad",
92     /* WINED3DSIH_MAX           */ "max",
93     /* WINED3DSIH_MIN           */ "min",
94     /* WINED3DSIH_MOV           */ "mov",
95     /* WINED3DSIH_MOVA          */ "mova",
96     /* WINED3DSIH_MOVC          */ "movc",
97     /* WINED3DSIH_MUL           */ "mul",
98     /* WINED3DSIH_NOP           */ "nop",
99     /* WINED3DSIH_NRM           */ "nrm",
100     /* WINED3DSIH_PHASE         */ "phase",
101     /* WINED3DSIH_POW           */ "pow",
102     /* WINED3DSIH_RCP           */ "rcp",
103     /* WINED3DSIH_REP           */ "rep",
104     /* WINED3DSIH_RET           */ "ret",
105     /* WINED3DSIH_RSQ           */ "rsq",
106     /* WINED3DSIH_SAMPLE        */ "sample",
107     /* WINED3DSIH_SAMPLE_GRAD   */ "sample_d",
108     /* WINED3DSIH_SAMPLE_LOD    */ "sample_l",
109     /* WINED3DSIH_SETP          */ "setp",
110     /* WINED3DSIH_SGE           */ "sge",
111     /* WINED3DSIH_SGN           */ "sgn",
112     /* WINED3DSIH_SINCOS        */ "sincos",
113     /* WINED3DSIH_SLT           */ "slt",
114     /* WINED3DSIH_SQRT          */ "sqrt",
115     /* WINED3DSIH_SUB           */ "sub",
116     /* WINED3DSIH_TEX           */ "texld",
117     /* WINED3DSIH_TEXBEM        */ "texbem",
118     /* WINED3DSIH_TEXBEML       */ "texbeml",
119     /* WINED3DSIH_TEXCOORD      */ "texcrd",
120     /* WINED3DSIH_TEXDEPTH      */ "texdepth",
121     /* WINED3DSIH_TEXDP3        */ "texdp3",
122     /* WINED3DSIH_TEXDP3TEX     */ "texdp3tex",
123     /* WINED3DSIH_TEXKILL       */ "texkill",
124     /* WINED3DSIH_TEXLDD        */ "texldd",
125     /* WINED3DSIH_TEXLDL        */ "texldl",
126     /* WINED3DSIH_TEXM3x2DEPTH  */ "texm3x2depth",
127     /* WINED3DSIH_TEXM3x2PAD    */ "texm3x2pad",
128     /* WINED3DSIH_TEXM3x2TEX    */ "texm3x2tex",
129     /* WINED3DSIH_TEXM3x3       */ "texm3x3",
130     /* WINED3DSIH_TEXM3x3DIFF   */ "texm3x3diff",
131     /* WINED3DSIH_TEXM3x3PAD    */ "texm3x3pad",
132     /* WINED3DSIH_TEXM3x3SPEC   */ "texm3x3spec",
133     /* WINED3DSIH_TEXM3x3TEX    */ "texm3x3tex",
134     /* WINED3DSIH_TEXM3x3VSPEC  */ "texm3x3vspec",
135     /* WINED3DSIH_TEXREG2AR     */ "texreg2ar",
136     /* WINED3DSIH_TEXREG2GB     */ "texreg2gb",
137     /* WINED3DSIH_TEXREG2RGB    */ "texreg2rgb",
138     /* WINED3DSIH_UTOF          */ "utof",
139 };
140
141 static const char * const semantic_names[] =
142 {
143     /* WINED3DDECLUSAGE_POSITION        */ "SV_POSITION",
144     /* WINED3DDECLUSAGE_BLENDWEIGHT     */ "BLENDWEIGHT",
145     /* WINED3DDECLUSAGE_BLENDINDICES    */ "BLENDINDICES",
146     /* WINED3DDECLUSAGE_NORMAL          */ "NORMAL",
147     /* WINED3DDECLUSAGE_PSIZE           */ "PSIZE",
148     /* WINED3DDECLUSAGE_TEXCOORD        */ "TEXCOORD",
149     /* WINED3DDECLUSAGE_TANGENT         */ "TANGENT",
150     /* WINED3DDECLUSAGE_BINORMAL        */ "BINORMAL",
151     /* WINED3DDECLUSAGE_TESSFACTOR      */ "TESSFACTOR",
152     /* WINED3DDECLUSAGE_POSITIONT       */ "POSITIONT",
153     /* WINED3DDECLUSAGE_COLOR           */ "COLOR",
154     /* WINED3DDECLUSAGE_FOG             */ "FOG",
155     /* WINED3DDECLUSAGE_DEPTH           */ "DEPTH",
156     /* WINED3DDECLUSAGE_SAMPLE          */ "SAMPLE",
157 };
158
159 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
160 {
161     if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
162     {
163         FIXME("Unrecognized usage %#x.\n", usage);
164         return "UNRECOGNIZED";
165     }
166
167     return semantic_names[usage];
168 }
169
170 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
171 {
172     unsigned int i;
173
174     for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
175     {
176         if (!strcmp(name, semantic_names[i])) return i;
177     }
178
179     return ~0U;
180 }
181
182 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
183 {
184     return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
185 }
186
187 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
188         const struct wined3d_shader_semantic *s)
189 {
190     e->semantic_name = shader_semantic_name_from_usage(s->usage);
191     e->semantic_idx = s->usage_idx;
192     e->sysval_semantic = 0;
193     e->component_type = 0;
194     e->register_idx = s->reg.reg.idx;
195     e->mask = s->reg.write_mask;
196 }
197
198 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
199         WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
200 {
201     e->semantic_name = shader_semantic_name_from_usage(usage);
202     e->semantic_idx = usage_idx;
203     e->sysval_semantic = 0;
204     e->component_type = 0;
205     e->register_idx = reg_idx;
206     e->mask = write_mask;
207 }
208
209 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
210 {
211     switch (version_token >> 16)
212     {
213         case WINED3D_SM1_VS:
214         case WINED3D_SM1_PS:
215             return &sm1_shader_frontend;
216
217         case WINED3D_SM4_PS:
218         case WINED3D_SM4_VS:
219         case WINED3D_SM4_GS:
220             return &sm4_shader_frontend;
221
222         default:
223             FIXME("Unrecognised version token %#x\n", version_token);
224             return NULL;
225     }
226 }
227
228 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
229 {
230     buffer->buffer[0] = '\0';
231     buffer->bsize = 0;
232     buffer->lineNo = 0;
233     buffer->newline = TRUE;
234 }
235
236 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
237 {
238     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
239     if (!buffer->buffer)
240     {
241         ERR("Failed to allocate shader buffer memory.\n");
242         return FALSE;
243     }
244
245     shader_buffer_clear(buffer);
246     return TRUE;
247 }
248
249 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
250 {
251     HeapFree(GetProcessHeap(), 0, buffer->buffer);
252 }
253
254 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
255 {
256     char *base = buffer->buffer + buffer->bsize;
257     int rc;
258
259     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
260
261     if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
262     {
263         ERR("The buffer allocated for the shader program string "
264             "is too small at %d bytes.\n", SHADER_PGMSIZE);
265         buffer->bsize = SHADER_PGMSIZE - 1;
266         return -1;
267     }
268
269     if (buffer->newline)
270     {
271         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
272         buffer->newline = FALSE;
273     }
274     else
275     {
276         TRACE("%s", base);
277     }
278
279     buffer->bsize += rc;
280     if (buffer->buffer[buffer->bsize-1] == '\n')
281     {
282         ++buffer->lineNo;
283         buffer->newline = TRUE;
284     }
285
286     return 0;
287 }
288
289 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
290 {
291     va_list args;
292     int ret;
293
294     va_start(args, format);
295     ret = shader_vaddline(buffer, format, args);
296     va_end(args);
297
298     return ret;
299 }
300
301 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
302         void *parent, const struct wined3d_parent_ops *parent_ops)
303 {
304     shader->ref = 1;
305     shader->device = (IWineD3DDevice *)device;
306     shader->parent = parent;
307     shader->parent_ops = parent_ops;
308     list_init(&shader->linked_programs);
309     list_add_head(&device->shaders, &shader->shader_list_entry);
310 }
311
312 /* Convert floating point offset relative to a register file to an absolute
313  * offset for float constants. */
314 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
315 {
316     switch (register_type)
317     {
318         case WINED3DSPR_CONST: return register_idx;
319         case WINED3DSPR_CONST2: return 2048 + register_idx;
320         case WINED3DSPR_CONST3: return 4096 + register_idx;
321         case WINED3DSPR_CONST4: return 6144 + register_idx;
322         default:
323             FIXME("Unsupported register type: %u.\n", register_type);
324             return register_idx;
325     }
326 }
327
328 static void shader_delete_constant_list(struct list *clist)
329 {
330     struct local_constant *constant;
331     struct list *ptr;
332
333     ptr = list_head(clist);
334     while (ptr)
335     {
336         constant = LIST_ENTRY(ptr, struct local_constant, entry);
337         ptr = list_next(clist, ptr);
338         HeapFree(GetProcessHeap(), 0, constant);
339     }
340     list_init(clist);
341 }
342
343 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
344 {
345     DWORD idx, shift;
346     idx = bit >> 5;
347     shift = bit & 0x1f;
348     bitmap[idx] |= (1 << shift);
349 }
350
351 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct shader_reg_maps *reg_maps,
352         const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
353 {
354     switch (reg->type)
355     {
356         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
357             if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
358             else reg_maps->address |= 1 << reg->idx;
359             break;
360
361         case WINED3DSPR_TEMP:
362             reg_maps->temporary |= 1 << reg->idx;
363             break;
364
365         case WINED3DSPR_INPUT:
366             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
367             {
368                 if (reg->rel_addr)
369                 {
370                     /* If relative addressing is used, we must assume that all registers
371                      * are used. Even if it is a construct like v3[aL], we can't assume
372                      * that v0, v1 and v2 aren't read because aL can be negative */
373                     unsigned int i;
374                     for (i = 0; i < MAX_REG_INPUT; ++i)
375                     {
376                         ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[i] = TRUE;
377                     }
378                 }
379                 else
380                 {
381                     ((IWineD3DPixelShaderImpl *)shader)->input_reg_used[reg->idx] = TRUE;
382                 }
383             }
384             else reg_maps->input_registers |= 1 << reg->idx;
385             break;
386
387         case WINED3DSPR_RASTOUT:
388             if (reg->idx == 1) reg_maps->fog = 1;
389             break;
390
391         case WINED3DSPR_MISCTYPE:
392             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
393             {
394                 if (!reg->idx) reg_maps->vpos = 1;
395                 else if (reg->idx == 1) reg_maps->usesfacing = 1;
396             }
397             break;
398
399         case WINED3DSPR_CONST:
400             if (reg->rel_addr)
401             {
402                 if (shader_type != WINED3D_SHADER_TYPE_PIXEL)
403                 {
404                     if (reg->idx < ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset)
405                     {
406                         ((IWineD3DVertexShaderImpl *)shader)->min_rel_offset = reg->idx;
407                     }
408                     if (reg->idx > ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset)
409                     {
410                         ((IWineD3DVertexShaderImpl *)shader)->max_rel_offset = reg->idx;
411                     }
412                 }
413                 reg_maps->usesrelconstF = TRUE;
414             }
415             else
416             {
417                 set_bitmap_bit(reg_maps->constf, reg->idx);
418             }
419             break;
420
421         case WINED3DSPR_CONSTINT:
422             reg_maps->integer_constants |= (1 << reg->idx);
423             break;
424
425         case WINED3DSPR_CONSTBOOL:
426             reg_maps->boolean_constants |= (1 << reg->idx);
427             break;
428
429         case WINED3DSPR_COLOROUT:
430             reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
431             break;
432
433         default:
434             TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
435             break;
436     }
437 }
438
439 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
440 {
441     switch (instr)
442     {
443         case WINED3DSIH_M4x4:
444         case WINED3DSIH_M3x4:
445             return param == 1 ? 3 : 0;
446
447         case WINED3DSIH_M4x3:
448         case WINED3DSIH_M3x3:
449             return param == 1 ? 2 : 0;
450
451         case WINED3DSIH_M3x2:
452             return param == 1 ? 1 : 0;
453
454         default:
455             return 0;
456     }
457 }
458
459 /* Note that this does not count the loop register as an address register. */
460 static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
461         struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
462         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
463 {
464     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
465     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
466     void *fe_data = shader->baseShader.frontend_data;
467     struct wined3d_shader_version shader_version;
468     const DWORD *ptr = byte_code;
469
470     memset(reg_maps, 0, sizeof(*reg_maps));
471
472     /* get_registers_used() is called on every compile on some 1.x shaders,
473      * which can result in stacking up a collection of local constants.
474      * Delete the old constants if existing. */
475     shader_delete_constant_list(&shader->baseShader.constantsF);
476     shader_delete_constant_list(&shader->baseShader.constantsB);
477     shader_delete_constant_list(&shader->baseShader.constantsI);
478
479     fe->shader_read_header(fe_data, &ptr, &shader_version);
480     reg_maps->shader_version = shader_version;
481
482     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
483             sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
484     if (!reg_maps->constf)
485     {
486         ERR("Failed to allocate constant map memory.\n");
487         return E_OUTOFMEMORY;
488     }
489
490     while (!fe->shader_is_end(fe_data, &ptr))
491     {
492         struct wined3d_shader_instruction ins;
493         const char *comment;
494         UINT comment_size;
495         UINT param_size;
496
497         /* Skip comments. */
498         fe->shader_read_comment(&ptr, &comment, &comment_size);
499         if (comment) continue;
500
501         /* Fetch opcode. */
502         fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
503
504         /* Unhandled opcode, and its parameters. */
505         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
506         {
507             TRACE("Skipping unrecognized instruction.\n");
508             ptr += param_size;
509             continue;
510         }
511
512         /* Handle declarations. */
513         if (ins.handler_idx == WINED3DSIH_DCL)
514         {
515             struct wined3d_shader_semantic semantic;
516
517             fe->shader_read_semantic(&ptr, &semantic);
518
519             switch (semantic.reg.reg.type)
520             {
521                 /* Mark input registers used. */
522                 case WINED3DSPR_INPUT:
523                     reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
524                     shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
525                     break;
526
527                 /* Vertex shader: mark 3.0 output registers used, save token. */
528                 case WINED3DSPR_OUTPUT:
529                     reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
530                     shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
531                     if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
532                     break;
533
534                 /* Save sampler usage token. */
535                 case WINED3DSPR_SAMPLER:
536                     reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
537                     break;
538
539                 default:
540                     TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
541                     break;
542             }
543         }
544         else if (ins.handler_idx == WINED3DSIH_DEF)
545         {
546             struct wined3d_shader_src_param rel_addr;
547             struct wined3d_shader_dst_param dst;
548
549             local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
550             if (!lconst) return E_OUTOFMEMORY;
551
552             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
553             lconst->idx = dst.reg.idx;
554
555             memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
556             ptr += 4;
557
558             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
559             if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
560             {
561                 float *value = (float *)lconst->value;
562                 if (value[0] < -1.0f) value[0] = -1.0f;
563                 else if (value[0] > 1.0f) value[0] = 1.0f;
564                 if (value[1] < -1.0f) value[1] = -1.0f;
565                 else if (value[1] > 1.0f) value[1] = 1.0f;
566                 if (value[2] < -1.0f) value[2] = -1.0f;
567                 else if (value[2] > 1.0f) value[2] = 1.0f;
568                 if (value[3] < -1.0f) value[3] = -1.0f;
569                 else if (value[3] > 1.0f) value[3] = 1.0f;
570             }
571
572             list_add_head(&shader->baseShader.constantsF, &lconst->entry);
573         }
574         else if (ins.handler_idx == WINED3DSIH_DEFI)
575         {
576             struct wined3d_shader_src_param rel_addr;
577             struct wined3d_shader_dst_param dst;
578
579             local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
580             if (!lconst) return E_OUTOFMEMORY;
581
582             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
583             lconst->idx = dst.reg.idx;
584
585             memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
586             ptr += 4;
587
588             list_add_head(&shader->baseShader.constantsI, &lconst->entry);
589             reg_maps->local_int_consts |= (1 << dst.reg.idx);
590         }
591         else if (ins.handler_idx == WINED3DSIH_DEFB)
592         {
593             struct wined3d_shader_src_param rel_addr;
594             struct wined3d_shader_dst_param dst;
595
596             local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
597             if (!lconst) return E_OUTOFMEMORY;
598
599             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
600             lconst->idx = dst.reg.idx;
601
602             memcpy(lconst->value, ptr, sizeof(DWORD));
603             ++ptr;
604
605             list_add_head(&shader->baseShader.constantsB, &lconst->entry);
606             reg_maps->local_bool_consts |= (1 << dst.reg.idx);
607         }
608         /* If there's a loop in the shader. */
609         else if (ins.handler_idx == WINED3DSIH_LOOP
610                 || ins.handler_idx == WINED3DSIH_REP)
611         {
612             struct wined3d_shader_src_param src, rel_addr;
613
614             fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
615
616             /* Rep and Loop always use an integer constant for the control parameters. */
617             if (ins.handler_idx == WINED3DSIH_REP)
618             {
619                 reg_maps->integer_constants |= 1 << src.reg.idx;
620             }
621             else
622             {
623                 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
624                 reg_maps->integer_constants |= 1 << src.reg.idx;
625             }
626
627             cur_loop_depth++;
628             if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
629         }
630         else if (ins.handler_idx == WINED3DSIH_ENDLOOP
631                 || ins.handler_idx == WINED3DSIH_ENDREP)
632         {
633             cur_loop_depth--;
634         }
635         /* For subroutine prototypes. */
636         else if (ins.handler_idx == WINED3DSIH_LABEL)
637         {
638             struct wined3d_shader_src_param src, rel_addr;
639
640             fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
641             reg_maps->labels |= 1 << src.reg.idx;
642         }
643         /* Set texture, address, temporary registers. */
644         else
645         {
646             BOOL color0_mov = FALSE;
647             int i, limit;
648
649             /* This will loop over all the registers and try to
650              * make a bitmask of the ones we're interested in.
651              *
652              * Relative addressing tokens are ignored, but that's
653              * okay, since we'll catch any address registers when
654              * they are initialized (required by spec). */
655             for (i = 0; i < ins.dst_count; ++i)
656             {
657                 struct wined3d_shader_src_param dst_rel_addr;
658                 struct wined3d_shader_dst_param dst_param;
659
660                 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
661
662                 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
663
664                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
665                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
666                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
667                 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
668                 {
669                     UINT idx = dst_param.reg.idx;
670
671                     switch (dst_param.reg.type)
672                     {
673                         case WINED3DSPR_RASTOUT:
674                             switch (idx)
675                             {
676                                 case 0: /* oPos */
677                                     reg_maps->output_registers |= 1 << 10;
678                                     shader_signature_from_usage(&output_signature[10],
679                                             WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
680                                     break;
681
682                                 case 1: /* oFog */
683                                     reg_maps->output_registers |= 1 << 11;
684                                     shader_signature_from_usage(&output_signature[11],
685                                             WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
686                                     break;
687
688                                 case 2: /* oPts */
689                                     reg_maps->output_registers |= 1 << 11;
690                                     shader_signature_from_usage(&output_signature[11],
691                                             WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
692                                     break;
693                             }
694                             break;
695
696                         case WINED3DSPR_ATTROUT:
697                             if (idx < 2)
698                             {
699                                 idx += 8;
700                                 if (reg_maps->output_registers & (1 << idx))
701                                 {
702                                     output_signature[idx].mask |= dst_param.write_mask;
703                                 }
704                                 else
705                                 {
706                                     reg_maps->output_registers |= 1 << idx;
707                                     shader_signature_from_usage(&output_signature[idx],
708                                             WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
709                                 }
710                             }
711                             break;
712
713                         case WINED3DSPR_TEXCRDOUT:
714
715                             reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
716                             if (reg_maps->output_registers & (1 << idx))
717                             {
718                                 output_signature[idx].mask |= dst_param.write_mask;
719                             }
720                             else
721                             {
722                                 reg_maps->output_registers |= 1 << idx;
723                                 shader_signature_from_usage(&output_signature[idx],
724                                         WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
725                             }
726                             break;
727
728                         default:
729                             break;
730                     }
731                 }
732
733                 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
734                 {
735                     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
736
737                     if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
738                     {
739                     /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
740                      * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
741                      * the mov and perform the sRGB write correction from the source register.
742                      *
743                      * However, if the mov is only partial, we can't do this, and if the write
744                      * comes from an instruction other than MOV it is hard to do as well. If
745                      * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
746
747                         ps->color0_mov = FALSE;
748                         if (ins.handler_idx == WINED3DSIH_MOV
749                                 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
750                         {
751                             /* Used later when the source register is read. */
752                             color0_mov = TRUE;
753                         }
754                     }
755                     /* Also drop the MOV marker if the source register is overwritten prior to the shader
756                      * end
757                      */
758                     else if (dst_param.reg.type == WINED3DSPR_TEMP && dst_param.reg.idx == ps->color0_reg)
759                     {
760                         ps->color0_mov = FALSE;
761                     }
762                 }
763
764                 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
765                 if (shader_version.major == 1
766                         && (ins.handler_idx == WINED3DSIH_TEX
767                             || ins.handler_idx == WINED3DSIH_TEXBEM
768                             || ins.handler_idx == WINED3DSIH_TEXBEML
769                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
770                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
771                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
772                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
773                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
774                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
775                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
776                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
777                 {
778                     /* Fake sampler usage, only set reserved bit and type. */
779                     DWORD sampler_code = dst_param.reg.idx;
780
781                     TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
782                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
783
784                     /* texbem is only valid with < 1.4 pixel shaders */
785                     if (ins.handler_idx == WINED3DSIH_TEXBEM
786                             || ins.handler_idx == WINED3DSIH_TEXBEML)
787                     {
788                         reg_maps->bumpmat |= 1 << dst_param.reg.idx;
789                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
790                         {
791                             reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
792                         }
793                     }
794                 }
795                 else if (ins.handler_idx == WINED3DSIH_BEM)
796                 {
797                     reg_maps->bumpmat |= 1 << dst_param.reg.idx;
798                 }
799             }
800
801             if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
802             else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
803             else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
804             else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
805             else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
806             else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
807             else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
808             else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
809             else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
810
811             limit = ins.src_count + (ins.predicate ? 1 : 0);
812             for (i = 0; i < limit; ++i)
813             {
814                 struct wined3d_shader_src_param src_param, src_rel_addr;
815                 unsigned int count;
816
817                 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
818                 count = get_instr_extra_regcount(ins.handler_idx, i);
819
820                 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
821                 while (count)
822                 {
823                     ++src_param.reg.idx;
824                     shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
825                     --count;
826                 }
827
828                 if (color0_mov)
829                 {
830                     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
831                     if (src_param.reg.type == WINED3DSPR_TEMP
832                             && src_param.swizzle == WINED3DSP_NOSWIZZLE)
833                     {
834                         ps->color0_mov = TRUE;
835                         ps->color0_reg = src_param.reg.idx;
836                     }
837                 }
838             }
839         }
840     }
841     reg_maps->loop_depth = max_loop_depth;
842
843     shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
844
845     return WINED3D_OK;
846 }
847
848 unsigned int shader_find_free_input_register(const struct shader_reg_maps *reg_maps, unsigned int max)
849 {
850     DWORD map = 1 << max;
851     map |= map - 1;
852     map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
853
854     return wined3d_log2i(map);
855 }
856
857 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
858         const struct wined3d_shader_version *shader_version)
859 {
860     TRACE("dcl");
861
862     if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
863     {
864         switch (semantic->sampler_type)
865         {
866             case WINED3DSTT_2D: TRACE("_2d"); break;
867             case WINED3DSTT_CUBE: TRACE("_cube"); break;
868             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
869             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
870         }
871     }
872     else
873     {
874         /* Pixel shaders 3.0 don't have usage semantics. */
875         if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
876         else TRACE("_");
877
878         switch (semantic->usage)
879         {
880             case WINED3DDECLUSAGE_POSITION:
881                 TRACE("position%u", semantic->usage_idx);
882                 break;
883
884             case WINED3DDECLUSAGE_BLENDINDICES:
885                 TRACE("blend");
886                 break;
887
888             case WINED3DDECLUSAGE_BLENDWEIGHT:
889                 TRACE("weight");
890                 break;
891
892             case WINED3DDECLUSAGE_NORMAL:
893                 TRACE("normal%u", semantic->usage_idx);
894                 break;
895
896             case WINED3DDECLUSAGE_PSIZE:
897                 TRACE("psize");
898                 break;
899
900             case WINED3DDECLUSAGE_COLOR:
901                 if (!semantic->usage_idx) TRACE("color");
902                 else TRACE("specular%u", (semantic->usage_idx - 1));
903                 break;
904
905             case WINED3DDECLUSAGE_TEXCOORD:
906                 TRACE("texture%u", semantic->usage_idx);
907                 break;
908
909             case WINED3DDECLUSAGE_TANGENT:
910                 TRACE("tangent");
911                 break;
912
913             case WINED3DDECLUSAGE_BINORMAL:
914                 TRACE("binormal");
915                 break;
916
917             case WINED3DDECLUSAGE_TESSFACTOR:
918                 TRACE("tessfactor");
919                 break;
920
921             case WINED3DDECLUSAGE_POSITIONT:
922                 TRACE("positionT%u", semantic->usage_idx);
923                 break;
924
925             case WINED3DDECLUSAGE_FOG:
926                 TRACE("fog");
927                 break;
928
929             case WINED3DDECLUSAGE_DEPTH:
930                 TRACE("depth");
931                 break;
932
933             case WINED3DDECLUSAGE_SAMPLE:
934                 TRACE("sample");
935                 break;
936
937             default:
938                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
939         }
940     }
941 }
942
943 static void shader_dump_register(const struct wined3d_shader_register *reg,
944         const struct wined3d_shader_version *shader_version)
945 {
946     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
947     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
948     UINT offset = reg->idx;
949
950     switch (reg->type)
951     {
952         case WINED3DSPR_TEMP:
953             TRACE("r");
954             break;
955
956         case WINED3DSPR_INPUT:
957             TRACE("v");
958             break;
959
960         case WINED3DSPR_CONST:
961         case WINED3DSPR_CONST2:
962         case WINED3DSPR_CONST3:
963         case WINED3DSPR_CONST4:
964             TRACE("c");
965             offset = shader_get_float_offset(reg->type, reg->idx);
966             break;
967
968         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
969             TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
970             break;
971
972         case WINED3DSPR_RASTOUT:
973             TRACE("%s", rastout_reg_names[reg->idx]);
974             break;
975
976         case WINED3DSPR_COLOROUT:
977             TRACE("oC");
978             break;
979
980         case WINED3DSPR_DEPTHOUT:
981             TRACE("oDepth");
982             break;
983
984         case WINED3DSPR_ATTROUT:
985             TRACE("oD");
986             break;
987
988         case WINED3DSPR_TEXCRDOUT:
989             /* Vertex shaders >= 3.0 use general purpose output registers
990              * (WINED3DSPR_OUTPUT), which can include an address token. */
991             if (shader_version->major >= 3) TRACE("o");
992             else TRACE("oT");
993             break;
994
995         case WINED3DSPR_CONSTINT:
996             TRACE("i");
997             break;
998
999         case WINED3DSPR_CONSTBOOL:
1000             TRACE("b");
1001             break;
1002
1003         case WINED3DSPR_LABEL:
1004             TRACE("l");
1005             break;
1006
1007         case WINED3DSPR_LOOP:
1008             TRACE("aL");
1009             break;
1010
1011         case WINED3DSPR_SAMPLER:
1012             TRACE("s");
1013             break;
1014
1015         case WINED3DSPR_MISCTYPE:
1016             if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
1017             else TRACE("%s", misctype_reg_names[reg->idx]);
1018             break;
1019
1020         case WINED3DSPR_PREDICATE:
1021             TRACE("p");
1022             break;
1023
1024         case WINED3DSPR_IMMCONST:
1025             TRACE("l");
1026             break;
1027
1028         case WINED3DSPR_CONSTBUFFER:
1029             TRACE("cb");
1030             break;
1031
1032         case WINED3DSPR_NULL:
1033             TRACE("null");
1034             break;
1035
1036         case WINED3DSPR_RESOURCE:
1037             TRACE("t");
1038             break;
1039
1040         default:
1041             TRACE("unhandled_rtype(%#x)", reg->type);
1042             break;
1043     }
1044
1045     if (reg->type == WINED3DSPR_IMMCONST)
1046     {
1047         TRACE("(");
1048         switch (reg->immconst_type)
1049         {
1050             case WINED3D_IMMCONST_SCALAR:
1051                 TRACE("%.8e", *(const float *)reg->immconst_data);
1052                 break;
1053
1054             case WINED3D_IMMCONST_VEC4:
1055                 TRACE("%.8e, %.8e, %.8e, %.8e",
1056                         *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1057                         *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1058                 break;
1059
1060             default:
1061                 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1062                 break;
1063         }
1064         TRACE(")");
1065     }
1066     else if (reg->type != WINED3DSPR_RASTOUT
1067             && reg->type != WINED3DSPR_MISCTYPE
1068             && reg->type != WINED3DSPR_NULL)
1069     {
1070         if (reg->array_idx != ~0U)
1071         {
1072             TRACE("%u[%u", offset, reg->array_idx);
1073             if (reg->rel_addr)
1074             {
1075                 TRACE(" + ");
1076                 shader_dump_src_param(reg->rel_addr, shader_version);
1077             }
1078             TRACE("]");
1079         }
1080         else
1081         {
1082             if (reg->rel_addr)
1083             {
1084                 TRACE("[");
1085                 shader_dump_src_param(reg->rel_addr, shader_version);
1086                 TRACE(" + ");
1087             }
1088             TRACE("%u", offset);
1089             if (reg->rel_addr) TRACE("]");
1090         }
1091     }
1092 }
1093
1094 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1095         const struct wined3d_shader_version *shader_version)
1096 {
1097     DWORD write_mask = param->write_mask;
1098
1099     shader_dump_register(&param->reg, shader_version);
1100
1101     if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1102     {
1103         static const char *write_mask_chars = "xyzw";
1104
1105         TRACE(".");
1106         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1107         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1108         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1109         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1110     }
1111 }
1112
1113 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1114         const struct wined3d_shader_version *shader_version)
1115 {
1116     DWORD src_modifier = param->modifiers;
1117     DWORD swizzle = param->swizzle;
1118
1119     if (src_modifier == WINED3DSPSM_NEG
1120             || src_modifier == WINED3DSPSM_BIASNEG
1121             || src_modifier == WINED3DSPSM_SIGNNEG
1122             || src_modifier == WINED3DSPSM_X2NEG
1123             || src_modifier == WINED3DSPSM_ABSNEG)
1124         TRACE("-");
1125     else if (src_modifier == WINED3DSPSM_COMP)
1126         TRACE("1-");
1127     else if (src_modifier == WINED3DSPSM_NOT)
1128         TRACE("!");
1129
1130     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1131         TRACE("abs(");
1132
1133     shader_dump_register(&param->reg, shader_version);
1134
1135     if (src_modifier)
1136     {
1137         switch (src_modifier)
1138         {
1139             case WINED3DSPSM_NONE:    break;
1140             case WINED3DSPSM_NEG:     break;
1141             case WINED3DSPSM_NOT:     break;
1142             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
1143             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1144             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
1145             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1146             case WINED3DSPSM_COMP:    break;
1147             case WINED3DSPSM_X2:      TRACE("_x2"); break;
1148             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
1149             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
1150             case WINED3DSPSM_DW:      TRACE("_dw"); break;
1151             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
1152             case WINED3DSPSM_ABS:     TRACE(")"); break;
1153             default:                  TRACE("_unknown_modifier(%#x)", src_modifier);
1154         }
1155     }
1156
1157     if (swizzle != WINED3DSP_NOSWIZZLE)
1158     {
1159         static const char *swizzle_chars = "xyzw";
1160         DWORD swizzle_x = swizzle & 0x03;
1161         DWORD swizzle_y = (swizzle >> 2) & 0x03;
1162         DWORD swizzle_z = (swizzle >> 4) & 0x03;
1163         DWORD swizzle_w = (swizzle >> 6) & 0x03;
1164
1165         if (swizzle_x == swizzle_y
1166                 && swizzle_x == swizzle_z
1167                 && swizzle_x == swizzle_w)
1168         {
1169             TRACE(".%c", swizzle_chars[swizzle_x]);
1170         }
1171         else
1172         {
1173             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1174                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1175         }
1176     }
1177 }
1178
1179 /* Shared code in order to generate the bulk of the shader string.
1180  * NOTE: A description of how to parse tokens can be found on MSDN. */
1181 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
1182         const shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1183 {
1184     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1185     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1186     const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1187     void *fe_data = shader->baseShader.frontend_data;
1188     struct wined3d_shader_src_param dst_rel_addr[2];
1189     struct wined3d_shader_src_param src_rel_addr[4];
1190     struct wined3d_shader_dst_param dst_param[2];
1191     struct wined3d_shader_src_param src_param[4];
1192     struct wined3d_shader_version shader_version;
1193     struct wined3d_shader_instruction ins;
1194     struct wined3d_shader_context ctx;
1195     const DWORD *ptr = byte_code;
1196     DWORD i;
1197
1198     /* Initialize current parsing state. */
1199     ctx.shader = iface;
1200     ctx.gl_info = &device->adapter->gl_info;
1201     ctx.reg_maps = reg_maps;
1202     ctx.buffer = buffer;
1203     ctx.backend_data = backend_ctx;
1204
1205     ins.ctx = &ctx;
1206     ins.dst = dst_param;
1207     ins.src = src_param;
1208     shader->baseShader.parse_state.current_row = 0;
1209
1210     fe->shader_read_header(fe_data, &ptr, &shader_version);
1211
1212     while (!fe->shader_is_end(fe_data, &ptr))
1213     {
1214         const char *comment;
1215         UINT comment_size;
1216         UINT param_size;
1217
1218         /* Skip comment tokens. */
1219         fe->shader_read_comment(&ptr, &comment, &comment_size);
1220         if (comment) continue;
1221
1222         /* Read opcode. */
1223         fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1224
1225         /* Unknown opcode and its parameters. */
1226         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1227         {
1228             TRACE("Skipping unrecognized instruction.\n");
1229             ptr += param_size;
1230             continue;
1231         }
1232
1233         /* Nothing to do. */
1234         if (ins.handler_idx == WINED3DSIH_DCL
1235                 || ins.handler_idx == WINED3DSIH_NOP
1236                 || ins.handler_idx == WINED3DSIH_DEF
1237                 || ins.handler_idx == WINED3DSIH_DEFI
1238                 || ins.handler_idx == WINED3DSIH_DEFB
1239                 || ins.handler_idx == WINED3DSIH_PHASE)
1240         {
1241             ptr += param_size;
1242             continue;
1243         }
1244
1245         /* Destination tokens */
1246         for (i = 0; i < ins.dst_count; ++i)
1247         {
1248             fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1249         }
1250
1251         /* Predication token */
1252         if (ins.predicate)
1253         {
1254             FIXME("Predicates not implemented.\n");
1255             ins.predicate = *ptr++;
1256         }
1257
1258         /* Other source tokens */
1259         for (i = 0; i < ins.src_count; ++i)
1260         {
1261             fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1262         }
1263
1264         /* Call appropriate function for output target */
1265         device->shader_backend->shader_handle_instruction(&ins);
1266     }
1267 }
1268
1269 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1270 {
1271     DWORD mmask = dst->modifiers;
1272
1273     switch (dst->shift)
1274     {
1275         case 0: break;
1276         case 13: TRACE("_d8"); break;
1277         case 14: TRACE("_d4"); break;
1278         case 15: TRACE("_d2"); break;
1279         case 1: TRACE("_x2"); break;
1280         case 2: TRACE("_x4"); break;
1281         case 3: TRACE("_x8"); break;
1282         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1283     }
1284
1285     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1286     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1287     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1288
1289     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1290     if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1291 }
1292
1293 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1294 {
1295     struct wined3d_shader_version shader_version;
1296     const DWORD *ptr = byte_code;
1297     const char *type_prefix;
1298     DWORD i;
1299
1300     TRACE("Parsing %p.\n", byte_code);
1301
1302     fe->shader_read_header(fe_data, &ptr, &shader_version);
1303
1304     switch (shader_version.type)
1305     {
1306         case WINED3D_SHADER_TYPE_VERTEX:
1307             type_prefix = "vs";
1308             break;
1309
1310         case WINED3D_SHADER_TYPE_GEOMETRY:
1311             type_prefix = "gs";
1312             break;
1313
1314         case WINED3D_SHADER_TYPE_PIXEL:
1315             type_prefix = "ps";
1316             break;
1317
1318         default:
1319             FIXME("Unhandled shader type %#x.\n", shader_version.type);
1320             type_prefix = "unknown";
1321             break;
1322     }
1323
1324     TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1325
1326     while (!fe->shader_is_end(fe_data, &ptr))
1327     {
1328         struct wined3d_shader_instruction ins;
1329         const char *comment;
1330         UINT comment_size;
1331         UINT param_size;
1332
1333         /* comment */
1334         fe->shader_read_comment(&ptr, &comment, &comment_size);
1335         if (comment)
1336         {
1337             if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1338             {
1339                 const char *end = comment + comment_size;
1340                 const char *ptr = comment + 4;
1341                 const char *line = ptr;
1342
1343                 TRACE("// TEXT\n");
1344                 while (ptr != end)
1345                 {
1346                     if (*ptr == '\n')
1347                     {
1348                         UINT len = ptr - line;
1349                         if (len && *(ptr - 1) == '\r') --len;
1350                         TRACE("// %s\n", debugstr_an(line, len));
1351                         line = ++ptr;
1352                     }
1353                     else ++ptr;
1354                 }
1355                 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1356             }
1357             else TRACE("// %s\n", debugstr_an(comment, comment_size));
1358             continue;
1359         }
1360
1361         fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1362         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1363         {
1364             TRACE("Skipping unrecognized instruction.\n");
1365             ptr += param_size;
1366             continue;
1367         }
1368
1369         if (ins.handler_idx == WINED3DSIH_DCL)
1370         {
1371             struct wined3d_shader_semantic semantic;
1372
1373             fe->shader_read_semantic(&ptr, &semantic);
1374
1375             shader_dump_decl_usage(&semantic, &shader_version);
1376             shader_dump_ins_modifiers(&semantic.reg);
1377             TRACE(" ");
1378             shader_dump_dst_param(&semantic.reg, &shader_version);
1379         }
1380         else if (ins.handler_idx == WINED3DSIH_DEF)
1381         {
1382             struct wined3d_shader_src_param rel_addr;
1383             struct wined3d_shader_dst_param dst;
1384
1385             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1386
1387             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1388                     *(const float *)(ptr),
1389                     *(const float *)(ptr + 1),
1390                     *(const float *)(ptr + 2),
1391                     *(const float *)(ptr + 3));
1392             ptr += 4;
1393         }
1394         else if (ins.handler_idx == WINED3DSIH_DEFI)
1395         {
1396             struct wined3d_shader_src_param rel_addr;
1397             struct wined3d_shader_dst_param dst;
1398
1399             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1400
1401             TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1402                     *(ptr),
1403                     *(ptr + 1),
1404                     *(ptr + 2),
1405                     *(ptr + 3));
1406             ptr += 4;
1407         }
1408         else if (ins.handler_idx == WINED3DSIH_DEFB)
1409         {
1410             struct wined3d_shader_src_param rel_addr;
1411             struct wined3d_shader_dst_param dst;
1412
1413             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1414
1415             TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1416             ++ptr;
1417         }
1418         else
1419         {
1420             struct wined3d_shader_src_param dst_rel_addr[2];
1421             struct wined3d_shader_src_param src_rel_addr;
1422             struct wined3d_shader_dst_param dst_param[2];
1423             struct wined3d_shader_src_param src_param;
1424
1425             for (i = 0; i < ins.dst_count; ++i)
1426             {
1427                 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1428             }
1429
1430             /* Print out predication source token first - it follows
1431              * the destination token. */
1432             if (ins.predicate)
1433             {
1434                 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1435                 TRACE("(");
1436                 shader_dump_src_param(&src_param, &shader_version);
1437                 TRACE(") ");
1438             }
1439
1440             /* PixWin marks instructions with the coissue flag with a '+' */
1441             if (ins.coissue) TRACE("+");
1442
1443             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1444
1445             if (ins.handler_idx == WINED3DSIH_IFC
1446                     || ins.handler_idx == WINED3DSIH_BREAKC)
1447             {
1448                 switch (ins.flags)
1449                 {
1450                     case COMPARISON_GT: TRACE("_gt"); break;
1451                     case COMPARISON_EQ: TRACE("_eq"); break;
1452                     case COMPARISON_GE: TRACE("_ge"); break;
1453                     case COMPARISON_LT: TRACE("_lt"); break;
1454                     case COMPARISON_NE: TRACE("_ne"); break;
1455                     case COMPARISON_LE: TRACE("_le"); break;
1456                     default: TRACE("_(%u)", ins.flags);
1457                 }
1458             }
1459             else if (ins.handler_idx == WINED3DSIH_TEX
1460                     && shader_version.major >= 2
1461                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1462             {
1463                 TRACE("p");
1464             }
1465
1466             /* We already read the destination tokens, print them. */
1467             for (i = 0; i < ins.dst_count; ++i)
1468             {
1469                 shader_dump_ins_modifiers(&dst_param[i]);
1470                 TRACE(!i ? " " : ", ");
1471                 shader_dump_dst_param(&dst_param[i], &shader_version);
1472             }
1473
1474             /* Other source tokens */
1475             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1476             {
1477                 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1478                 TRACE(!i ? " " : ", ");
1479                 shader_dump_src_param(&src_param, &shader_version);
1480             }
1481         }
1482         TRACE("\n");
1483     }
1484 }
1485
1486 static void shader_cleanup(IWineD3DBaseShader *iface)
1487 {
1488     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1489
1490     ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
1491     HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1492     HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1493     shader_delete_constant_list(&shader->baseShader.constantsF);
1494     shader_delete_constant_list(&shader->baseShader.constantsB);
1495     shader_delete_constant_list(&shader->baseShader.constantsI);
1496     list_remove(&shader->baseShader.shader_list_entry);
1497
1498     if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1499     {
1500         shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1501     }
1502 }
1503
1504 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1505 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1506 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type, const SIZE *ds_mask_size) {}
1507 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1508 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1509 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1510 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1511 static void shader_none_load_np2fixup_constants(void *shader_priv,
1512         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1513 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1514 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1515 static void shader_none_free(IWineD3DDevice *iface) {}
1516 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1517
1518 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1519 {
1520     /* Set the shader caps to 0 for the none shader backend */
1521     caps->VertexShaderVersion = 0;
1522     caps->MaxVertexShaderConst = 0;
1523     caps->PixelShaderVersion = 0;
1524     caps->PixelShader1xMaxValue = 0.0f;
1525     caps->MaxPixelShaderConst = 0;
1526     caps->VSClipping = FALSE;
1527 }
1528
1529 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1530 {
1531     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1532     {
1533         TRACE("Checking support for fixup:\n");
1534         dump_color_fixup_desc(fixup);
1535     }
1536
1537     /* Faked to make some apps happy. */
1538     if (!is_complex_fixup(fixup))
1539     {
1540         TRACE("[OK]\n");
1541         return TRUE;
1542     }
1543
1544     TRACE("[FAILED]\n");
1545     return FALSE;
1546 }
1547
1548 const shader_backend_t none_shader_backend = {
1549     shader_none_handle_instruction,
1550     shader_none_select,
1551     shader_none_select_depth_blt,
1552     shader_none_deselect_depth_blt,
1553     shader_none_update_float_vertex_constants,
1554     shader_none_update_float_pixel_constants,
1555     shader_none_load_constants,
1556     shader_none_load_np2fixup_constants,
1557     shader_none_destroy,
1558     shader_none_alloc,
1559     shader_none_free,
1560     shader_none_dirty_const,
1561     shader_none_get_caps,
1562     shader_none_color_fixup_supported,
1563 };
1564
1565 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1566 {
1567     if (!data)
1568     {
1569         *data_size = shader->baseShader.functionLength;
1570         return WINED3D_OK;
1571     }
1572
1573     if (*data_size < shader->baseShader.functionLength)
1574     {
1575         /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1576          * than the required size we should write the required size and
1577          * return D3DERR_MOREDATA. That's not actually true. */
1578         return WINED3DERR_INVALIDCALL;
1579     }
1580
1581     memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1582
1583     return WINED3D_OK;
1584 }
1585
1586 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1587         const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1588 {
1589     struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1590     const struct wined3d_shader_frontend *fe;
1591     HRESULT hr;
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->baseShader.frontend = fe;
1603     shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1604     if (!shader->baseShader.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)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1612
1613     /* Initialize immediate constant lists. */
1614     list_init(&shader->baseShader.constantsF);
1615     list_init(&shader->baseShader.constantsB);
1616     list_init(&shader->baseShader.constantsI);
1617
1618     /* Second pass: figure out which registers are used, what the semantics are, etc. */
1619     hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
1620             reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1621             byte_code, float_const_count);
1622     if (FAILED(hr)) return hr;
1623
1624     shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1625     if (!shader->baseShader.function) return E_OUTOFMEMORY;
1626     memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1627
1628     return WINED3D_OK;
1629 }
1630
1631 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
1632 {
1633     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1634
1635     if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
1636             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1637             || IsEqualGUID(riid, &IID_IWineD3DBase)
1638             || IsEqualGUID(riid, &IID_IUnknown))
1639     {
1640         IUnknown_AddRef(iface);
1641         *object = iface;
1642         return S_OK;
1643     }
1644
1645     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1646
1647     *object = NULL;
1648     return E_NOINTERFACE;
1649 }
1650
1651 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
1652 {
1653     IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1654     ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1655
1656     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1657
1658     return refcount;
1659 }
1660
1661 /* Do not call while under the GL lock. */
1662 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
1663 {
1664     IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
1665     ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1666
1667     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1668
1669     if (!refcount)
1670     {
1671         shader_cleanup((IWineD3DBaseShader *)iface);
1672         shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1673         HeapFree(GetProcessHeap(), 0, shader);
1674     }
1675
1676     return refcount;
1677 }
1678
1679 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface)
1680 {
1681     TRACE("iface %p.\n", iface);
1682
1683     return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1684 }
1685
1686 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
1687 {
1688     TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1689
1690     return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1691 }
1692
1693 /* Set local constants for d3d8 shaders. */
1694 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
1695         UINT start_idx, const float *src_data, UINT count)
1696 {
1697     IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
1698     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1699     UINT i, end_idx;
1700
1701     TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1702
1703     end_idx = start_idx + count;
1704     if (end_idx > device->d3d_vshader_constantF)
1705     {
1706         WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
1707         end_idx = device->d3d_vshader_constantF;
1708     }
1709
1710     for (i = start_idx; i < end_idx; ++i)
1711     {
1712         local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1713         if (!lconst) return E_OUTOFMEMORY;
1714
1715         lconst->idx = i;
1716         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1717         list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1718     }
1719
1720     return WINED3D_OK;
1721 }
1722
1723 static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
1724 {
1725     /* IUnknown methods */
1726     vertexshader_QueryInterface,
1727     vertexshader_AddRef,
1728     vertexshader_Release,
1729     /* IWineD3DBase methods */
1730     vertexshader_GetParent,
1731     /* IWineD3DBaseShader methods */
1732     vertexshader_GetFunction,
1733     /* IWineD3DVertexShader methods */
1734     vertexshader_SetLocalConstantsF,
1735 };
1736
1737 void find_vs_compile_args(const struct wined3d_state *state,
1738         IWineD3DVertexShaderImpl *shader, struct vs_compile_args *args)
1739 {
1740     args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1741             == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1742     args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1743             && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1744     args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
1745 }
1746
1747 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1748 {
1749     if (usage_idx1 != usage_idx2) return FALSE;
1750     if (usage1 == usage2) return TRUE;
1751     if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1752     if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1753
1754     return FALSE;
1755 }
1756
1757 BOOL vshader_get_input(struct IWineD3DVertexShaderImpl *shader,
1758         BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1759 {
1760     WORD map = shader->baseShader.reg_maps.input_registers;
1761     unsigned int i;
1762
1763     for (i = 0; map; map >>= 1, ++i)
1764     {
1765         if (!(map & 1)) continue;
1766
1767         if (match_usage(shader->attributes[i].usage,
1768                 shader->attributes[i].usage_idx, usage_req, usage_idx_req))
1769         {
1770             *regnum = i;
1771             return TRUE;
1772         }
1773     }
1774     return FALSE;
1775 }
1776
1777 static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
1778 {
1779     DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1780             shader->baseShader.reg_maps.shader_version.minor);
1781     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
1782
1783     shader->baseShader.limits.texcoord = 0;
1784     shader->baseShader.limits.attributes = 16;
1785     shader->baseShader.limits.packed_input = 0;
1786
1787     switch (shader_version)
1788     {
1789         case WINED3D_SHADER_VERSION(1, 0):
1790         case WINED3D_SHADER_VERSION(1, 1):
1791             shader->baseShader.limits.temporary = 12;
1792             shader->baseShader.limits.constant_bool = 0;
1793             shader->baseShader.limits.constant_int = 0;
1794             shader->baseShader.limits.address = 1;
1795             shader->baseShader.limits.packed_output = 12;
1796             shader->baseShader.limits.sampler = 0;
1797             shader->baseShader.limits.label = 0;
1798             /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1799              * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1800              * constants? */
1801             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1802             break;
1803
1804         case WINED3D_SHADER_VERSION(2, 0):
1805         case WINED3D_SHADER_VERSION(2, 1):
1806             shader->baseShader.limits.temporary = 12;
1807             shader->baseShader.limits.constant_bool = 16;
1808             shader->baseShader.limits.constant_int = 16;
1809             shader->baseShader.limits.address = 1;
1810             shader->baseShader.limits.packed_output = 12;
1811             shader->baseShader.limits.sampler = 0;
1812             shader->baseShader.limits.label = 16;
1813             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1814             break;
1815
1816         case WINED3D_SHADER_VERSION(4, 0):
1817             FIXME("Using 3.0 limits for 4.0 shader.\n");
1818             /* Fall through. */
1819
1820         case WINED3D_SHADER_VERSION(3, 0):
1821             shader->baseShader.limits.temporary = 32;
1822             shader->baseShader.limits.constant_bool = 32;
1823             shader->baseShader.limits.constant_int = 32;
1824             shader->baseShader.limits.address = 1;
1825             shader->baseShader.limits.packed_output = 12;
1826             shader->baseShader.limits.sampler = 4;
1827             shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1828             /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1829              * even though they are capable of supporting much more (GL
1830              * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1831              * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1832              * shaders to 256. */
1833             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1834             break;
1835
1836         default:
1837             shader->baseShader.limits.temporary = 12;
1838             shader->baseShader.limits.constant_bool = 16;
1839             shader->baseShader.limits.constant_int = 16;
1840             shader->baseShader.limits.address = 1;
1841             shader->baseShader.limits.packed_output = 12;
1842             shader->baseShader.limits.sampler = 0;
1843             shader->baseShader.limits.label = 16;
1844             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1845             FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1846                     shader->baseShader.reg_maps.shader_version.major,
1847                     shader->baseShader.reg_maps.shader_version.minor);
1848     }
1849 }
1850
1851 HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
1852         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1853         void *parent, const struct wined3d_parent_ops *parent_ops)
1854 {
1855     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1856     struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1857     unsigned int i;
1858     HRESULT hr;
1859     WORD map;
1860
1861     if (!byte_code) return WINED3DERR_INVALIDCALL;
1862
1863     shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1864     shader_init(&shader->baseShader, device, parent, parent_ops);
1865
1866     hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
1867             output_signature, device->d3d_vshader_constantF);
1868     if (FAILED(hr))
1869     {
1870         WARN("Failed to set function, hr %#x.\n", hr);
1871         shader_cleanup((IWineD3DBaseShader *)shader);
1872         return hr;
1873     }
1874
1875     map = shader->baseShader.reg_maps.input_registers;
1876     for (i = 0; map; map >>= 1, ++i)
1877     {
1878         if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1879
1880         shader->attributes[i].usage =
1881                 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1882         shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1883     }
1884
1885     if (output_signature)
1886     {
1887         for (i = 0; i < output_signature->element_count; ++i)
1888         {
1889             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1890             reg_maps->output_registers |= 1 << e->register_idx;
1891             shader->baseShader.output_signature[e->register_idx] = *e;
1892         }
1893     }
1894
1895     vertexshader_set_limits(shader);
1896
1897     if (device->vs_selected_mode == SHADER_ARB
1898             && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
1899             && shader->min_rel_offset <= shader->max_rel_offset)
1900     {
1901         if (shader->max_rel_offset - shader->min_rel_offset > 127)
1902         {
1903             FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
1904             FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
1905             FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
1906         }
1907         else if (shader->max_rel_offset - shader->min_rel_offset > 63)
1908         {
1909             shader->rel_offset = shader->min_rel_offset + 63;
1910         }
1911         else if (shader->max_rel_offset > 63)
1912         {
1913             shader->rel_offset = shader->min_rel_offset;
1914         }
1915         else
1916         {
1917             shader->rel_offset = 0;
1918         }
1919     }
1920
1921     shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
1922             && !list_empty(&shader->baseShader.constantsF);
1923
1924     return WINED3D_OK;
1925 }
1926
1927 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DGeometryShader *iface,
1928         REFIID riid, void **object)
1929 {
1930     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1931
1932     if (IsEqualGUID(riid, &IID_IWineD3DGeometryShader)
1933             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1934             || IsEqualGUID(riid, &IID_IWineD3DBase)
1935             || IsEqualGUID(riid, &IID_IUnknown))
1936     {
1937         IUnknown_AddRef(iface);
1938         *object = iface;
1939         return S_OK;
1940     }
1941
1942     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1943
1944     *object = NULL;
1945     return E_NOINTERFACE;
1946 }
1947
1948 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DGeometryShader *iface)
1949 {
1950     struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1951     ULONG refcount = InterlockedIncrement(&shader->base_shader.ref);
1952
1953     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1954
1955     return refcount;
1956 }
1957
1958 /* Do not call while under the GL lock. */
1959 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DGeometryShader *iface)
1960 {
1961     struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface;
1962     ULONG refcount = InterlockedDecrement(&shader->base_shader.ref);
1963
1964     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1965
1966     if (!refcount)
1967     {
1968         shader_cleanup((IWineD3DBaseShader *)iface);
1969         shader->base_shader.parent_ops->wined3d_object_destroyed(shader->base_shader.parent);
1970         HeapFree(GetProcessHeap(), 0, shader);
1971     }
1972
1973     return refcount;
1974 }
1975
1976 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DGeometryShader *iface)
1977 {
1978     TRACE("iface %p.\n", iface);
1979
1980     return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1981 }
1982
1983 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DGeometryShader *iface, void *data, UINT *data_size)
1984 {
1985     TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1986
1987     return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1988 }
1989
1990 static const IWineD3DGeometryShaderVtbl wined3d_geometryshader_vtbl =
1991 {
1992     /* IUnknown methods */
1993     geometryshader_QueryInterface,
1994     geometryshader_AddRef,
1995     geometryshader_Release,
1996     /* IWineD3DBase methods */
1997     geometryshader_GetParent,
1998     /* IWineD3DBaseShader methods */
1999     geometryshader_GetFunction,
2000 };
2001
2002 HRESULT geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device,
2003         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2004         void *parent, const struct wined3d_parent_ops *parent_ops)
2005 {
2006     HRESULT hr;
2007
2008     shader->vtbl = &wined3d_geometryshader_vtbl;
2009     shader_init(&shader->base_shader, device, parent, parent_ops);
2010
2011     hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code, output_signature, 0);
2012     if (FAILED(hr))
2013     {
2014         WARN("Failed to set function, hr %#x.\n", hr);
2015         shader_cleanup((IWineD3DBaseShader *)shader);
2016         return hr;
2017     }
2018
2019     shader->base_shader.load_local_constsF = FALSE;
2020
2021     return WINED3D_OK;
2022 }
2023
2024 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
2025 {
2026     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2027
2028     if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
2029             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2030             || IsEqualGUID(riid, &IID_IWineD3DBase)
2031             || IsEqualGUID(riid, &IID_IUnknown))
2032     {
2033         IUnknown_AddRef(iface);
2034         *object = iface;
2035         return S_OK;
2036     }
2037
2038     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2039
2040     *object = NULL;
2041     return E_NOINTERFACE;
2042 }
2043
2044 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
2045 {
2046     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2047     ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2048
2049     TRACE("%p increasing refcount to %u.\n", shader, refcount);
2050
2051     return refcount;
2052 }
2053
2054 /* Do not call while under the GL lock. */
2055 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
2056 {
2057     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
2058     ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2059
2060     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2061
2062     if (!refcount)
2063     {
2064         shader_cleanup((IWineD3DBaseShader *)iface);
2065         shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2066         HeapFree(GetProcessHeap(), 0, shader);
2067     }
2068
2069     return refcount;
2070 }
2071
2072 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface)
2073 {
2074     TRACE("iface %p.\n", iface);
2075
2076     return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2077 }
2078
2079 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
2080 {
2081     TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2082
2083     return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2084 }
2085
2086 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
2087 {
2088     /* IUnknown methods */
2089     pixelshader_QueryInterface,
2090     pixelshader_AddRef,
2091     pixelshader_Release,
2092     /* IWineD3DBase methods */
2093     pixelshader_GetParent,
2094     /* IWineD3DBaseShader methods */
2095     pixelshader_GetFunction
2096 };
2097
2098 void find_ps_compile_args(const struct wined3d_state *state,
2099         IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args)
2100 {
2101     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2102     IWineD3DBaseTextureImpl *texture;
2103     UINT i;
2104
2105     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2106     if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2107     {
2108         IWineD3DSurfaceImpl *rt = device->render_targets[0];
2109         if(rt->resource.format->Flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2110     }
2111
2112     if (shader->baseShader.reg_maps.shader_version.major == 1
2113             && shader->baseShader.reg_maps.shader_version.minor <= 3)
2114     {
2115         for (i = 0; i < 4; ++i)
2116         {
2117             DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2118             DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2119             if (flags & WINED3DTTFF_PROJECTED)
2120                 tex_transform |= WINED3D_PSARGS_PROJECTED;
2121             args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2122         }
2123     }
2124
2125     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2126     {
2127         if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2128         texture = state->textures[i];
2129         if (!texture)
2130         {
2131             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2132             continue;
2133         }
2134         args->color_fixup[i] = texture->resource.format->color_fixup;
2135
2136         if (texture->resource.format->Flags & WINED3DFMT_FLAG_SHADOW)
2137             args->shadow |= 1 << i;
2138
2139         /* Flag samplers that need NP2 texcoord fixup. */
2140         if (!texture->baseTexture.pow2Matrix_identity)
2141         {
2142             args->np2_fixup |= (1 << i);
2143         }
2144     }
2145     if (shader->baseShader.reg_maps.shader_version.major >= 3)
2146     {
2147         if (device->strided_streams.position_transformed)
2148         {
2149             args->vp_mode = pretransformed;
2150         }
2151         else if (use_vs(state))
2152         {
2153             args->vp_mode = vertexshader;
2154         }
2155         else
2156         {
2157             args->vp_mode = fixedfunction;
2158         }
2159         args->fog = FOG_OFF;
2160     }
2161     else
2162     {
2163         args->vp_mode = vertexshader;
2164         if (state->render_states[WINED3DRS_FOGENABLE])
2165         {
2166             switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2167             {
2168                 case WINED3DFOG_NONE:
2169                     if (device->strided_streams.position_transformed || use_vs(state))
2170                     {
2171                         args->fog = FOG_LINEAR;
2172                         break;
2173                     }
2174
2175                     switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2176                     {
2177                         case WINED3DFOG_NONE: /* Fall through. */
2178                         case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2179                         case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
2180                         case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
2181                     }
2182                     break;
2183
2184                 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2185                 case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
2186                 case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
2187             }
2188         }
2189         else
2190         {
2191             args->fog = FOG_OFF;
2192         }
2193     }
2194 }
2195
2196 static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
2197 {
2198     DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2199             shader->baseShader.reg_maps.shader_version.minor);
2200
2201     shader->baseShader.limits.attributes = 0;
2202     shader->baseShader.limits.address = 0;
2203     shader->baseShader.limits.packed_output = 0;
2204
2205     switch (shader_version)
2206     {
2207         case WINED3D_SHADER_VERSION(1, 0):
2208         case WINED3D_SHADER_VERSION(1, 1):
2209         case WINED3D_SHADER_VERSION(1, 2):
2210         case WINED3D_SHADER_VERSION(1, 3):
2211             shader->baseShader.limits.temporary = 2;
2212             shader->baseShader.limits.constant_float = 8;
2213             shader->baseShader.limits.constant_int = 0;
2214             shader->baseShader.limits.constant_bool = 0;
2215             shader->baseShader.limits.texcoord = 4;
2216             shader->baseShader.limits.sampler = 4;
2217             shader->baseShader.limits.packed_input = 0;
2218             shader->baseShader.limits.label = 0;
2219             break;
2220
2221         case WINED3D_SHADER_VERSION(1, 4):
2222             shader->baseShader.limits.temporary = 6;
2223             shader->baseShader.limits.constant_float = 8;
2224             shader->baseShader.limits.constant_int = 0;
2225             shader->baseShader.limits.constant_bool = 0;
2226             shader->baseShader.limits.texcoord = 6;
2227             shader->baseShader.limits.sampler = 6;
2228             shader->baseShader.limits.packed_input = 0;
2229             shader->baseShader.limits.label = 0;
2230             break;
2231
2232         /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2233         case WINED3D_SHADER_VERSION(2, 0):
2234             shader->baseShader.limits.temporary = 32;
2235             shader->baseShader.limits.constant_float = 32;
2236             shader->baseShader.limits.constant_int = 16;
2237             shader->baseShader.limits.constant_bool = 16;
2238             shader->baseShader.limits.texcoord = 8;
2239             shader->baseShader.limits.sampler = 16;
2240             shader->baseShader.limits.packed_input = 0;
2241             break;
2242
2243         case WINED3D_SHADER_VERSION(2, 1):
2244             shader->baseShader.limits.temporary = 32;
2245             shader->baseShader.limits.constant_float = 32;
2246             shader->baseShader.limits.constant_int = 16;
2247             shader->baseShader.limits.constant_bool = 16;
2248             shader->baseShader.limits.texcoord = 8;
2249             shader->baseShader.limits.sampler = 16;
2250             shader->baseShader.limits.packed_input = 0;
2251             shader->baseShader.limits.label = 16;
2252             break;
2253
2254         case WINED3D_SHADER_VERSION(4, 0):
2255             FIXME("Using 3.0 limits for 4.0 shader.\n");
2256             /* Fall through. */
2257
2258         case WINED3D_SHADER_VERSION(3, 0):
2259             shader->baseShader.limits.temporary = 32;
2260             shader->baseShader.limits.constant_float = 224;
2261             shader->baseShader.limits.constant_int = 16;
2262             shader->baseShader.limits.constant_bool = 16;
2263             shader->baseShader.limits.texcoord = 0;
2264             shader->baseShader.limits.sampler = 16;
2265             shader->baseShader.limits.packed_input = 12;
2266             shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2267             break;
2268
2269         default:
2270             shader->baseShader.limits.temporary = 32;
2271             shader->baseShader.limits.constant_float = 32;
2272             shader->baseShader.limits.constant_int = 16;
2273             shader->baseShader.limits.constant_bool = 16;
2274             shader->baseShader.limits.texcoord = 8;
2275             shader->baseShader.limits.sampler = 16;
2276             shader->baseShader.limits.packed_input = 0;
2277             shader->baseShader.limits.label = 0;
2278             FIXME("Unrecognized pixel shader version %u.%u\n",
2279                     shader->baseShader.reg_maps.shader_version.major,
2280                     shader->baseShader.reg_maps.shader_version.minor);
2281     }
2282 }
2283
2284 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
2285         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2286         void *parent, const struct wined3d_parent_ops *parent_ops)
2287 {
2288     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2289     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2290     HRESULT hr;
2291
2292     if (!byte_code) return WINED3DERR_INVALIDCALL;
2293
2294     shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2295     shader_init(&shader->baseShader, device, parent, parent_ops);
2296
2297     hr = shader_set_function((IWineD3DBaseShaderImpl *)shader, byte_code,
2298             output_signature, device->d3d_pshader_constantF);
2299     if (FAILED(hr))
2300     {
2301         WARN("Failed to set function, hr %#x.\n", hr);
2302         shader_cleanup((IWineD3DBaseShader *)shader);
2303         return hr;
2304     }
2305
2306     pixelshader_set_limits(shader);
2307
2308     for (i = 0; i < MAX_REG_INPUT; ++i)
2309     {
2310         if (shader->input_reg_used[i])
2311         {
2312             ++num_regs_used;
2313             highest_reg_used = i;
2314         }
2315     }
2316
2317     /* Don't do any register mapping magic if it is not needed, or if we can't
2318      * achieve anything anyway */
2319     if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2320             || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2321     {
2322         if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2323         {
2324             /* This happens with relative addressing. The input mapper function
2325              * warns about this if the higher registers are declared too, so
2326              * don't write a FIXME here */
2327             WARN("More varying registers used than supported\n");
2328         }
2329
2330         for (i = 0; i < MAX_REG_INPUT; ++i)
2331         {
2332             shader->input_reg_map[i] = i;
2333         }
2334
2335         shader->declared_in_count = highest_reg_used + 1;
2336     }
2337     else
2338     {
2339         shader->declared_in_count = 0;
2340         for (i = 0; i < MAX_REG_INPUT; ++i)
2341         {
2342             if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
2343             else shader->input_reg_map[i] = ~0U;
2344         }
2345     }
2346
2347     shader->baseShader.load_local_constsF = FALSE;
2348
2349     return WINED3D_OK;
2350 }
2351
2352 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
2353 {
2354     WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2355     unsigned int i;
2356
2357     if (reg_maps->shader_version.major != 1) return;
2358
2359     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2360     {
2361         /* We don't sample from this sampler. */
2362         if (!sampler_type[i]) continue;
2363
2364         if (!textures[i])
2365         {
2366             WARN("No texture bound to sampler %u, using 2D.\n", i);
2367             sampler_type[i] = WINED3DSTT_2D;
2368             continue;
2369         }
2370
2371         switch (((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target)
2372         {
2373             case GL_TEXTURE_RECTANGLE_ARB:
2374             case GL_TEXTURE_2D:
2375                 /* We have to select between texture rectangles and 2D
2376                  * textures later because 2.0 and 3.0 shaders only have
2377                  * WINED3DSTT_2D as well. */
2378                 sampler_type[i] = WINED3DSTT_2D;
2379                 break;
2380
2381             case GL_TEXTURE_3D:
2382                 sampler_type[i] = WINED3DSTT_VOLUME;
2383                 break;
2384
2385             case GL_TEXTURE_CUBE_MAP_ARB:
2386                 sampler_type[i] = WINED3DSTT_CUBE;
2387                 break;
2388
2389             default:
2390                 FIXME("Unrecognized texture type %#x, using 2D.\n",
2391                         ((IWineD3DBaseTextureImpl *)textures[i])->baseTexture.target);
2392                 sampler_type[i] = WINED3DSTT_2D;
2393         }
2394     }
2395 }