wined3d: Use shader_sm1_read_opcode() in shader_get_registers_used().
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  * Copyright 2009 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <string.h>
29 #include <stdio.h>
30 #include "wined3d_private.h"
31
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34
35 /* DCL usage masks */
36 #define WINED3DSP_DCL_USAGE_SHIFT               0
37 #define WINED3DSP_DCL_USAGE_MASK                (0xf << WINED3DSP_DCL_USAGE_SHIFT)
38 #define WINED3DSP_DCL_USAGEINDEX_SHIFT          16
39 #define WINED3DSP_DCL_USAGEINDEX_MASK           (0xf << WINED3DSP_DCL_USAGEINDEX_SHIFT)
40
41 /* Opcode-related masks */
42 #define WINED3DSI_OPCODE_MASK                   0x0000ffff
43
44 #define WINED3D_OPCODESPECIFICCONTROL_SHIFT     16
45 #define WINED3D_OPCODESPECIFICCONTROL_MASK      (0xff << WINED3D_OPCODESPECIFICCONTROL_SHIFT)
46
47 #define WINED3DSI_INSTLENGTH_SHIFT              24
48 #define WINED3DSI_INSTLENGTH_MASK               (0xf << WINED3DSI_INSTLENGTH_SHIFT)
49
50 #define WINED3DSI_COISSUE                       (1 << 30)
51
52 #define WINED3DSI_COMMENTSIZE_SHIFT             16
53 #define WINED3DSI_COMMENTSIZE_MASK              (0x7fff << WINED3DSI_COMMENTSIZE_SHIFT)
54
55 #define WINED3DSHADER_INSTRUCTION_PREDICATED    (1 << 28)
56
57 /* Register number mask */
58 #define WINED3DSP_REGNUM_MASK                   0x000007ff
59
60 /* Register type masks  */
61 #define WINED3DSP_REGTYPE_SHIFT                 28
62 #define WINED3DSP_REGTYPE_MASK                  (0x7 << WINED3DSP_REGTYPE_SHIFT)
63 #define WINED3DSP_REGTYPE_SHIFT2                8
64 #define WINED3DSP_REGTYPE_MASK2                 (0x18 << WINED3DSP_REGTYPE_SHIFT2)
65
66 /* Relative addressing mask */
67 #define WINED3DSHADER_ADDRESSMODE_SHIFT         13
68 #define WINED3DSHADER_ADDRESSMODE_MASK          (1 << WINED3DSHADER_ADDRESSMODE_SHIFT)
69
70 /* Destination modifier mask */
71 #define WINED3DSP_DSTMOD_SHIFT                  20
72 #define WINED3DSP_DSTMOD_MASK                   (0xf << WINED3DSP_DSTMOD_SHIFT)
73
74 /* Destination shift mask */
75 #define WINED3DSP_DSTSHIFT_SHIFT                24
76 #define WINED3DSP_DSTSHIFT_MASK                 (0xf << WINED3DSP_DSTSHIFT_SHIFT)
77
78 /* Swizzle mask */
79 #define WINED3DSP_SWIZZLE_SHIFT                 16
80 #define WINED3DSP_SWIZZLE_MASK                  (0xff << WINED3DSP_SWIZZLE_SHIFT)
81
82 /* Source modifier mask */
83 #define WINED3DSP_SRCMOD_SHIFT                  24
84 #define WINED3DSP_SRCMOD_MASK                   (0xf << WINED3DSP_SRCMOD_SHIFT)
85
86 typedef enum _WINED3DSHADER_ADDRESSMODE_TYPE
87 {
88   WINED3DSHADER_ADDRMODE_ABSOLUTE = 0 << WINED3DSHADER_ADDRESSMODE_SHIFT,
89   WINED3DSHADER_ADDRMODE_RELATIVE = 1 << WINED3DSHADER_ADDRESSMODE_SHIFT,
90   WINED3DSHADER_ADDRMODE_FORCE_DWORD = 0x7fffffff,
91 } WINED3DSHADER_ADDRESSMODE_TYPE;
92
93 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
94
95 /* Read a parameter opcode from the input stream,
96  * and possibly a relative addressing token.
97  * Return the number of tokens read */
98 static int shader_get_param(const DWORD *ptr, DWORD shader_version, DWORD *token, DWORD *addr_token)
99 {
100     UINT count = 1;
101
102     *token = *ptr;
103
104     /* PS >= 3.0 have relative addressing (with token)
105      * VS >= 2.0 have relative addressing (with token)
106      * VS >= 1.0 < 2.0 have relative addressing (without token)
107      * The version check below should work in general */
108     if (*ptr & WINED3DSHADER_ADDRMODE_RELATIVE)
109     {
110         if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2)
111         {
112             *addr_token = (1 << 31)
113                     | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT2) & WINED3DSP_REGTYPE_MASK2)
114                     | ((WINED3DSPR_ADDR << WINED3DSP_REGTYPE_SHIFT) & WINED3DSP_REGTYPE_MASK)
115                     | (WINED3DSP_NOSWIZZLE << WINED3DSP_SWIZZLE_SHIFT);
116         }
117         else
118         {
119             *addr_token = *(ptr + 1);
120             ++count;
121         }
122     }
123
124     return count;
125 }
126
127 static const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
128 {
129     DWORD i = 0;
130
131     /** TODO: use dichotomic search */
132     while (opcode_table[i].name)
133     {
134         if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
135                 && shader_version >= opcode_table[i].min_version
136                 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
137         {
138             return &opcode_table[i];
139         }
140         ++i;
141     }
142
143     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
144             code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
145
146     return NULL;
147 }
148
149 /* Return the number of parameters to skip for an opcode */
150 static inline int shader_skip_opcode(const SHADER_OPCODE *opcode_info, DWORD opcode_token, DWORD shader_version)
151 {
152    /* Shaders >= 2.0 may contain address tokens, but fortunately they
153     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
154     return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
155             ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : opcode_info->num_params;
156 }
157
158 /* Read the parameters of an unrecognized opcode from the input stream
159  * Return the number of tokens read.
160  *
161  * Note: This function assumes source or destination token format.
162  * It will not work with specially-formatted tokens like DEF or DCL,
163  * but hopefully those would be recognized */
164 static int shader_skip_unrecognized(const DWORD *ptr, DWORD shader_version)
165 {
166     int tokens_read = 0;
167     int i = 0;
168
169     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
170     while (*ptr & 0x80000000)
171     {
172         DWORD token, addr_token = 0;
173         tokens_read += shader_get_param(ptr, shader_version, &token, &addr_token);
174         ptr += tokens_read;
175
176         FIXME("Unrecognized opcode param: token=0x%08x addr_token=0x%08x name=", token, addr_token);
177         shader_dump_param(token, addr_token, i, shader_version);
178         FIXME("\n");
179         ++i;
180     }
181     return tokens_read;
182 }
183
184 static void shader_sm1_read_opcode(const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size,
185         const SHADER_OPCODE *opcode_table, DWORD shader_version)
186 {
187     const SHADER_OPCODE *opcode_info;
188     DWORD opcode_token;
189
190     opcode_token = *(*ptr)++;
191     opcode_info = shader_get_opcode(opcode_table, shader_version, opcode_token);
192     if (!opcode_info)
193     {
194         FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
195         ins->handler_idx = WINED3DSIH_TABLE_SIZE;
196         *param_size = shader_skip_unrecognized(*ptr, shader_version);
197         return;
198     }
199
200     ins->handler_idx = opcode_info->handler_idx;
201     ins->flags = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
202     ins->coissue = opcode_token & WINED3DSI_COISSUE;
203     ins->predicate = opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED;
204     ins->dst_count = opcode_info->dst_token ? 1 : 0;
205     ins->src_count = opcode_info->num_params - opcode_info->dst_token;
206     *param_size = shader_skip_opcode(opcode_info, opcode_token, shader_version);
207 }
208
209 static inline BOOL shader_is_version_token(DWORD token) {
210     return shader_is_pshader_version(token) ||
211            shader_is_vshader_version(token);
212 }
213
214 void shader_buffer_init(struct SHADER_BUFFER *buffer)
215 {
216     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
217     buffer->buffer[0] = '\0';
218     buffer->bsize = 0;
219     buffer->lineNo = 0;
220     buffer->newline = TRUE;
221 }
222
223 void shader_buffer_free(struct SHADER_BUFFER *buffer)
224 {
225     HeapFree(GetProcessHeap(), 0, buffer->buffer);
226 }
227
228 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
229 {
230     char* base = buffer->buffer + buffer->bsize;
231     int rc;
232
233     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
234
235     if (rc < 0 ||                                   /* C89 */ 
236         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
237
238         ERR("The buffer allocated for the shader program string "
239             "is too small at %d bytes.\n", SHADER_PGMSIZE);
240         buffer->bsize = SHADER_PGMSIZE - 1;
241         return -1;
242     }
243
244     if (buffer->newline) {
245         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
246         buffer->newline = FALSE;
247     } else {
248         TRACE("%s", base);
249     }
250
251     buffer->bsize += rc;
252     if (buffer->buffer[buffer->bsize-1] == '\n') {
253         buffer->lineNo++;
254         buffer->newline = TRUE;
255     }
256     return 0;
257 }
258
259 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
260 {
261     int ret;
262     va_list args;
263
264     va_start(args, format);
265     ret = shader_vaddline(buffer, format, args);
266     va_end(args);
267
268     return ret;
269 }
270
271 void shader_init(struct IWineD3DBaseShaderClass *shader,
272         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
273 {
274     shader->ref = 1;
275     shader->device = device;
276     shader->shader_ins = instruction_table;
277     list_init(&shader->linked_programs);
278 }
279
280 static inline WINED3DSHADER_PARAM_REGISTER_TYPE shader_get_regtype(DWORD param)
281 {
282     return ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
283             | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
284 }
285
286 static inline DWORD shader_get_writemask(DWORD param)
287 {
288     return param & WINED3DSP_WRITEMASK_ALL;
289 }
290
291 static inline BOOL shader_is_comment(DWORD token)
292 {
293     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
294 }
295
296 /* Convert floating point offset relative
297  * to a register file to an absolute offset for float constants */
298 static unsigned int shader_get_float_offset(const DWORD reg)
299 {
300      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
301      int regtype = shader_get_regtype(reg);
302
303      switch (regtype) {
304         case WINED3DSPR_CONST: return regnum;
305         case WINED3DSPR_CONST2: return 2048 + regnum;
306         case WINED3DSPR_CONST3: return 4096 + regnum;
307         case WINED3DSPR_CONST4: return 6144 + regnum;
308         default:
309             FIXME("Unsupported register type: %d\n", regtype);
310             return regnum;
311      }
312 }
313
314 static void shader_delete_constant_list(struct list* clist) {
315
316     struct list *ptr;
317     struct local_constant* constant;
318
319     ptr = list_head(clist);
320     while (ptr) {
321         constant = LIST_ENTRY(ptr, struct local_constant, entry);
322         ptr = list_next(clist, ptr);
323         HeapFree(GetProcessHeap(), 0, constant);
324     }
325     list_init(clist);
326 }
327
328 static void shader_parse_dst_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
329         struct wined3d_shader_dst_param *dst)
330 {
331     dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
332             | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
333     dst->register_idx = param & WINED3DSP_REGNUM_MASK;
334     dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
335     dst->modifiers = (param & WINED3DSP_DSTMOD_MASK) >> WINED3DSP_DSTMOD_SHIFT;
336     dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
337     dst->rel_addr = rel_addr;
338 }
339
340 static void shader_parse_src_param(DWORD param, const struct wined3d_shader_src_param *rel_addr,
341         struct wined3d_shader_src_param *src)
342 {
343     src->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
344             | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
345     src->register_idx = param & WINED3DSP_REGNUM_MASK;
346     src->swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
347     src->modifiers = (param & WINED3DSP_SRCMOD_MASK) >> WINED3DSP_SRCMOD_SHIFT;
348     src->rel_addr = rel_addr;
349 }
350
351 /* Note that this does not count the loop register
352  * as an address register. */
353
354 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
355         struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
356         const DWORD *byte_code)
357 {
358     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
359     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
360     DWORD shader_version;
361     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
362     const DWORD* pToken = byte_code;
363     char pshader;
364
365     /* There are some minor differences between pixel and vertex shaders */
366
367     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
368     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
369
370     /* get_registers_used is called on every compile on some 1.x shaders, which can result
371      * in stacking up a collection of local constants. Delete the old constants if existing
372      */
373     shader_delete_constant_list(&This->baseShader.constantsF);
374     shader_delete_constant_list(&This->baseShader.constantsB);
375     shader_delete_constant_list(&This->baseShader.constantsI);
376
377     /* The version token is supposed to be the first token */
378     if (!shader_is_version_token(*pToken))
379     {
380         FIXME("First token is not a version token, invalid shader.\n");
381         return WINED3DERR_INVALIDCALL;
382     }
383     reg_maps->shader_version = shader_version = *pToken++;
384     pshader = shader_is_pshader_version(shader_version);
385
386     while (WINED3DVS_END() != *pToken) {
387         struct wined3d_shader_instruction ins;
388         UINT param_size;
389
390         /* Skip comments */
391         if (shader_is_comment(*pToken))
392         {
393              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
394              ++pToken;
395              pToken += comment_len;
396              continue;
397         }
398
399         /* Fetch opcode */
400         shader_sm1_read_opcode(&pToken, &ins, &param_size, shader_ins, shader_version);
401
402         /* Unhandled opcode, and its parameters */
403         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
404         {
405             TRACE("Skipping unrecognized instruction.\n");
406             pToken += param_size;
407             continue;
408         }
409
410         /* Handle declarations */
411         if (ins.handler_idx == WINED3DSIH_DCL)
412         {
413             DWORD usage = *pToken++;
414             DWORD param = *pToken++;
415             DWORD regtype = shader_get_regtype(param);
416             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
417
418             /* Vshader: mark attributes used
419                Pshader: mark 3.0 input registers used, save token */
420             if (WINED3DSPR_INPUT == regtype) {
421
422                 if (!pshader)
423                     reg_maps->attributes[regnum] = 1;
424                 else
425                     reg_maps->packed_input[regnum] = 1;
426
427                 semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
428                 semantics_in[regnum].usage_idx =
429                         (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
430                 shader_parse_dst_param(param, NULL, &semantics_in[regnum].reg);
431
432             /* Vshader: mark 3.0 output registers used, save token */
433             } else if (WINED3DSPR_OUTPUT == regtype) {
434                 reg_maps->packed_output[regnum] = 1;
435                 semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
436                 semantics_out[regnum].usage_idx =
437                         (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
438                 shader_parse_dst_param(param, NULL, &semantics_out[regnum].reg);
439
440                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
441                     reg_maps->fog = 1;
442
443             /* Save sampler usage token */
444             } else if (WINED3DSPR_SAMPLER == regtype)
445                 reg_maps->samplers[regnum] = usage;
446         }
447         else if (ins.handler_idx == WINED3DSIH_DEF)
448         {
449             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
450             if (!lconst) return E_OUTOFMEMORY;
451             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
452             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
453
454             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
455             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
456             {
457                 float *value = (float *) lconst->value;
458                 if(value[0] < -1.0) value[0] = -1.0;
459                 else if(value[0] >  1.0) value[0] =  1.0;
460                 if(value[1] < -1.0) value[1] = -1.0;
461                 else if(value[1] >  1.0) value[1] =  1.0;
462                 if(value[2] < -1.0) value[2] = -1.0;
463                 else if(value[2] >  1.0) value[2] =  1.0;
464                 if(value[3] < -1.0) value[3] = -1.0;
465                 else if(value[3] >  1.0) value[3] =  1.0;
466             }
467
468             list_add_head(&This->baseShader.constantsF, &lconst->entry);
469             pToken += param_size;
470         }
471         else if (ins.handler_idx == WINED3DSIH_DEFI)
472         {
473             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
474             if (!lconst) return E_OUTOFMEMORY;
475             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
476             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
477             list_add_head(&This->baseShader.constantsI, &lconst->entry);
478             pToken += param_size;
479         }
480         else if (ins.handler_idx == WINED3DSIH_DEFB)
481         {
482             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
483             if (!lconst) return E_OUTOFMEMORY;
484             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
485             memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
486             list_add_head(&This->baseShader.constantsB, &lconst->entry);
487             pToken += param_size;
488         }
489         /* If there's a loop in the shader */
490         else if (ins.handler_idx == WINED3DSIH_LOOP
491                 || ins.handler_idx == WINED3DSIH_REP)
492         {
493             cur_loop_depth++;
494             if(cur_loop_depth > max_loop_depth)
495                 max_loop_depth = cur_loop_depth;
496             pToken += param_size;
497
498             /* Rep and Loop always use an integer constant for the control parameters */
499             This->baseShader.uses_int_consts = TRUE;
500         }
501         else if (ins.handler_idx == WINED3DSIH_ENDLOOP
502                 || ins.handler_idx == WINED3DSIH_ENDREP)
503         {
504             cur_loop_depth--;
505         }
506         /* For subroutine prototypes */
507         else if (ins.handler_idx == WINED3DSIH_LABEL)
508         {
509
510             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
511             reg_maps->labels[snum] = 1;
512             pToken += param_size;
513         }
514         /* Set texture, address, temporary registers */
515         else
516         {
517             int i, limit;
518
519             /* Declare 1.X samplers implicitly, based on the destination reg. number */
520             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
521                     && pshader /* Filter different instructions with the same enum values in VS */
522                     && (ins.handler_idx == WINED3DSIH_TEX
523                         || ins.handler_idx == WINED3DSIH_TEXBEM
524                         || ins.handler_idx == WINED3DSIH_TEXBEML
525                         || ins.handler_idx == WINED3DSIH_TEXDP3TEX
526                         || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
527                         || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
528                         || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
529                         || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
530                         || ins.handler_idx == WINED3DSIH_TEXREG2AR
531                         || ins.handler_idx == WINED3DSIH_TEXREG2GB
532                         || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
533             {
534                 /* Fake sampler usage, only set reserved bit and ttype */
535                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
536
537                 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
538                 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
539
540                 /* texbem is only valid with < 1.4 pixel shaders */
541                 if (ins.handler_idx == WINED3DSIH_TEXBEM
542                         || ins.handler_idx == WINED3DSIH_TEXBEML)
543                 {
544                     reg_maps->bumpmat[sampler_code] = TRUE;
545                     if (ins.handler_idx == WINED3DSIH_TEXBEML)
546                     {
547                         reg_maps->luminanceparams[sampler_code] = TRUE;
548                     }
549                 }
550             }
551             if (ins.handler_idx == WINED3DSIH_NRM)
552             {
553                 reg_maps->usesnrm = 1;
554             }
555             else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
556             {
557                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
558                 reg_maps->bumpmat[regnum] = TRUE;
559             }
560             else if (ins.handler_idx == WINED3DSIH_DSY)
561             {
562                 reg_maps->usesdsy = 1;
563             }
564
565             /* This will loop over all the registers and try to
566              * make a bitmask of the ones we're interested in. 
567              *
568              * Relative addressing tokens are ignored, but that's 
569              * okay, since we'll catch any address registers when 
570              * they are initialized (required by spec) */
571
572             limit = ins.dst_count + ins.src_count + (ins.predicate ? 1 : 0);
573
574             for (i = 0; i < limit; ++i) {
575
576                 DWORD param, addr_token, reg, regtype;
577                 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
578
579                 regtype = shader_get_regtype(param);
580                 reg = param & WINED3DSP_REGNUM_MASK;
581
582                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
583
584                     if (pshader)
585                         reg_maps->texcoord[reg] = 1;
586                     else
587                         reg_maps->address[reg] = 1;
588                 }
589
590                 else if (WINED3DSPR_TEMP == regtype)
591                     reg_maps->temporary[reg] = 1;
592
593                 else if (WINED3DSPR_INPUT == regtype) {
594                     if( !pshader)
595                         reg_maps->attributes[reg] = 1;
596                     else {
597                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
598                             /* If relative addressing is used, we must assume that all registers
599                              * are used. Even if it is a construct like v3[aL], we can't assume
600                              * that v0, v1 and v2 aren't read because aL can be negative
601                              */
602                             unsigned int i;
603                             for(i = 0; i < MAX_REG_INPUT; i++) {
604                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
605                             }
606                         } else {
607                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
608                         }
609                     }
610                 }
611
612                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
613                     reg_maps->fog = 1;
614
615                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
616                     reg_maps->vpos = 1;
617
618                 else if(WINED3DSPR_CONST == regtype) {
619                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
620                         if(!pshader) {
621                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
622                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
623                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
624                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
625                             }
626                         }
627                         reg_maps->usesrelconstF = TRUE;
628                     }
629                 }
630                 else if(WINED3DSPR_CONSTINT == regtype) {
631                     This->baseShader.uses_int_consts = TRUE;
632                 }
633                 else if(WINED3DSPR_CONSTBOOL == regtype) {
634                     This->baseShader.uses_bool_consts = TRUE;
635                 }
636
637                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
638                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
639                  * isn't used in them, but future register types might cause issues
640                  */
641                 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
642                         && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
643                 {
644                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
645                 }
646             }
647         }
648     }
649     ++pToken;
650     reg_maps->loop_depth = max_loop_depth;
651
652     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
653
654     return WINED3D_OK;
655 }
656
657 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
658 {
659     DWORD regtype = shader_get_regtype(param);
660
661     TRACE("dcl");
662
663     if (regtype == WINED3DSPR_SAMPLER) {
664         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
665
666         switch (ttype) {
667             case WINED3DSTT_2D: TRACE("_2d"); break;
668             case WINED3DSTT_CUBE: TRACE("_cube"); break;
669             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
670             default: TRACE("_unknown_ttype(0x%08x)", ttype);
671        }
672
673     } else { 
674
675         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
676         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
677
678         /* Pixel shaders 3.0 don't have usage semantics */
679         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
680             return;
681         else
682             TRACE("_");
683
684         switch(usage) {
685         case WINED3DDECLUSAGE_POSITION:
686             TRACE("position%d", idx);
687             break;
688         case WINED3DDECLUSAGE_BLENDINDICES:
689             TRACE("blend");
690             break;
691         case WINED3DDECLUSAGE_BLENDWEIGHT:
692             TRACE("weight");
693             break;
694         case WINED3DDECLUSAGE_NORMAL:
695             TRACE("normal%d", idx);
696             break;
697         case WINED3DDECLUSAGE_PSIZE:
698             TRACE("psize");
699             break;
700         case WINED3DDECLUSAGE_COLOR:
701             if(idx == 0)  {
702                 TRACE("color");
703             } else {
704                 TRACE("specular%d", (idx - 1));
705             }
706             break;
707         case WINED3DDECLUSAGE_TEXCOORD:
708             TRACE("texture%d", idx);
709             break;
710         case WINED3DDECLUSAGE_TANGENT:
711             TRACE("tangent");
712             break;
713         case WINED3DDECLUSAGE_BINORMAL:
714             TRACE("binormal");
715             break;
716         case WINED3DDECLUSAGE_TESSFACTOR:
717             TRACE("tessfactor");
718             break;
719         case WINED3DDECLUSAGE_POSITIONT:
720             TRACE("positionT%d", idx);
721             break;
722         case WINED3DDECLUSAGE_FOG:
723             TRACE("fog");
724             break;
725         case WINED3DDECLUSAGE_DEPTH:
726             TRACE("depth");
727             break;
728         case WINED3DDECLUSAGE_SAMPLE:
729             TRACE("sample");
730             break;
731         default:
732             FIXME("unknown_semantics(0x%08x)", usage);
733         }
734     }
735 }
736
737 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
738         unsigned int reg, int input, DWORD shader_version)
739 {
740     char relative =
741         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
742
743     if (relative) {
744         TRACE("[");
745         if (addr_token)
746             shader_dump_param(addr_token, 0, input, shader_version);
747         else
748             TRACE("a0.x");
749         TRACE(" + ");
750      }
751      TRACE("%u", reg);
752      if (relative)
753          TRACE("]");
754 }
755
756 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
757 {
758     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
759     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
760     const char *swizzle_reg_chars = "xyzw";
761
762     DWORD reg = param & WINED3DSP_REGNUM_MASK;
763     DWORD regtype = shader_get_regtype(param);
764     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
765
766     /* There are some minor differences between pixel and vertex shaders */
767     char pshader = shader_is_pshader_version(shader_version);
768
769     if (input) {
770         if ( (modifier == WINED3DSPSM_NEG) ||
771              (modifier == WINED3DSPSM_BIASNEG) ||
772              (modifier == WINED3DSPSM_SIGNNEG) ||
773              (modifier == WINED3DSPSM_X2NEG) ||
774              (modifier == WINED3DSPSM_ABSNEG) )
775             TRACE("-");
776         else if (modifier == WINED3DSPSM_COMP)
777             TRACE("1-");
778         else if (modifier == WINED3DSPSM_NOT)
779             TRACE("!");
780
781         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
782             TRACE("abs(");
783     }
784
785     switch (regtype) {
786         case WINED3DSPR_TEMP:
787             TRACE("r%u", reg);
788             break;
789         case WINED3DSPR_INPUT:
790             TRACE("v");
791             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
792             break;
793         case WINED3DSPR_CONST:
794         case WINED3DSPR_CONST2:
795         case WINED3DSPR_CONST3:
796         case WINED3DSPR_CONST4:
797             TRACE("c");
798             shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
799             break;
800         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
801             TRACE("%c%u", (pshader? 't':'a'), reg);
802             break;        
803         case WINED3DSPR_RASTOUT:
804             TRACE("%s", rastout_reg_names[reg]);
805             break;
806         case WINED3DSPR_COLOROUT:
807             TRACE("oC%u", reg);
808             break;
809         case WINED3DSPR_DEPTHOUT:
810             TRACE("oDepth");
811             break;
812         case WINED3DSPR_ATTROUT:
813             TRACE("oD%u", reg);
814             break;
815         case WINED3DSPR_TEXCRDOUT: 
816
817             /* Vertex shaders >= 3.0 use general purpose output registers
818              * (WINED3DSPR_OUTPUT), which can include an address token */
819
820             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
821                 TRACE("o");
822                 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
823             }
824             else 
825                TRACE("oT%u", reg);
826             break;
827         case WINED3DSPR_CONSTINT:
828             TRACE("i");
829             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
830             break;
831         case WINED3DSPR_CONSTBOOL:
832             TRACE("b");
833             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
834             break;
835         case WINED3DSPR_LABEL:
836             TRACE("l%u", reg);
837             break;
838         case WINED3DSPR_LOOP:
839             TRACE("aL");
840             break;
841         case WINED3DSPR_SAMPLER:
842             TRACE("s%u", reg);
843             break;
844         case WINED3DSPR_MISCTYPE:
845             if (reg > 1) {
846                 FIXME("Unhandled misctype register %d\n", reg);
847             } else {
848                 TRACE("%s", misctype_reg_names[reg]);
849             }
850             break;
851         case WINED3DSPR_PREDICATE:
852             TRACE("p%u", reg);
853             break;
854         default:
855             TRACE("unhandled_rtype(%#x)", regtype);
856             break;
857    }
858
859    if (!input) {
860        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
861
862        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
863            TRACE(".");
864            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
865            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
866            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
867            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
868        }
869
870    } else {
871         /** operand input */
872         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
873         DWORD swizzle_x = swizzle & 0x03;
874         DWORD swizzle_y = (swizzle >> 2) & 0x03;
875         DWORD swizzle_z = (swizzle >> 4) & 0x03;
876         DWORD swizzle_w = (swizzle >> 6) & 0x03;
877
878         if (0 != modifier) {
879             switch (modifier) {
880                 case WINED3DSPSM_NONE:    break;
881                 case WINED3DSPSM_NEG:     break;
882                 case WINED3DSPSM_NOT:     break;
883                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
884                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
885                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
886                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
887                 case WINED3DSPSM_COMP:    break;
888                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
889                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
890                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
891                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
892                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
893                 case WINED3DSPSM_ABS:     TRACE(")"); break;
894                 default:
895                     TRACE("_unknown_modifier(%#x)", modifier);
896             }
897         }
898
899         /**
900         * swizzle bits fields:
901         *  RRGGBBAA
902         */
903         if (swizzle != WINED3DSP_NOSWIZZLE)
904         {
905             if (swizzle_x == swizzle_y &&
906                 swizzle_x == swizzle_z &&
907                 swizzle_x == swizzle_w) {
908                     TRACE(".%c", swizzle_reg_chars[swizzle_x]);
909             } else {
910                 TRACE(".%c%c%c%c",
911                 swizzle_reg_chars[swizzle_x],
912                 swizzle_reg_chars[swizzle_y],
913                 swizzle_reg_chars[swizzle_z],
914                 swizzle_reg_chars[swizzle_w]);
915             }
916         }
917     }
918 }
919
920 /* Shared code in order to generate the bulk of the shader string.
921  * NOTE: A description of how to parse tokens can be found on msdn */
922 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
923         const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
924 {
925     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
926     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
927     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
928     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
929     DWORD shader_version = reg_maps->shader_version;
930     struct wined3d_shader_src_param src_rel_addr[4];
931     struct wined3d_shader_src_param src_param[4];
932     struct wined3d_shader_src_param dst_rel_addr;
933     struct wined3d_shader_dst_param dst_param;
934     struct wined3d_shader_instruction ins;
935     struct wined3d_shader_context ctx;
936     const DWORD *pToken = pFunction;
937     SHADER_HANDLER hw_fct;
938     DWORD i;
939
940     /* Initialize current parsing state */
941     ctx.shader = iface;
942     ctx.reg_maps = reg_maps;
943     ctx.buffer = buffer;
944
945     ins.ctx = &ctx;
946     ins.dst = &dst_param;
947     ins.src = src_param;
948     This->baseShader.parse_state.current_row = 0;
949
950     if (!shader_is_version_token(*pToken++))
951     {
952         ERR("First token is not a version token, invalid shader.\n");
953         return;
954     }
955
956     while (WINED3DPS_END() != *pToken)
957     {
958         UINT param_size;
959
960         /* Skip comment tokens */
961         if (shader_is_comment(*pToken))
962         {
963             pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
964             ++pToken;
965             continue;
966         }
967
968         /* Read opcode */
969         shader_sm1_read_opcode(&pToken, &ins, &param_size, opcode_table, shader_version);
970
971         /* Unknown opcode and its parameters */
972         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
973         {
974             TRACE("Skipping unrecognized instruction.\n");
975             pToken += param_size;
976             continue;
977         }
978
979         /* Nothing to do */
980         if (ins.handler_idx == WINED3DSIH_DCL
981                 || ins.handler_idx == WINED3DSIH_NOP
982                 || ins.handler_idx == WINED3DSIH_DEF
983                 || ins.handler_idx == WINED3DSIH_DEFI
984                 || ins.handler_idx == WINED3DSIH_DEFB
985                 || ins.handler_idx == WINED3DSIH_PHASE
986                 || ins.handler_idx == WINED3DSIH_RET)
987         {
988             pToken += param_size;
989             continue;
990         }
991
992         /* Select handler */
993         hw_fct = handler_table[ins.handler_idx];
994
995         /* Unhandled opcode */
996         if (!hw_fct)
997         {
998             FIXME("Backend can't handle opcode %#x\n", ins.handler_idx);
999             pToken += param_size;
1000             continue;
1001         }
1002
1003         /* Destination token */
1004         if (ins.dst_count)
1005         {
1006             DWORD param, addr_param;
1007             pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
1008
1009             if (param & WINED3DSHADER_ADDRMODE_RELATIVE)
1010             {
1011                 shader_parse_src_param(addr_param, NULL, &dst_rel_addr);
1012                 shader_parse_dst_param(param, &dst_rel_addr, &dst_param);
1013             }
1014             else
1015             {
1016                 shader_parse_dst_param(param, NULL, &dst_param);
1017             }
1018         }
1019
1020         /* Predication token */
1021         if (ins.predicate) ins.predicate = *pToken++;
1022
1023         /* Other source tokens */
1024         for (i = 0; i < ins.src_count; ++i)
1025         {
1026             DWORD param, addr_param;
1027             pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
1028             if (param & WINED3DSHADER_ADDRMODE_RELATIVE)
1029             {
1030                 shader_parse_src_param(addr_param, NULL, &src_rel_addr[i]);
1031                 shader_parse_src_param(param, &src_rel_addr[i], &src_param[i]);
1032             }
1033             else
1034             {
1035                 shader_parse_src_param(param, NULL, &src_param[i]);
1036             }
1037         }
1038
1039         /* Call appropriate function for output target */
1040         hw_fct(&ins);
1041
1042         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
1043         /* FIXME: This should be internal to the shader backend.
1044          * Also, right now this is the only reason "shader_mode" exists. */
1045         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
1046     }
1047 }
1048
1049 static void shader_dump_ins_modifiers(const DWORD output)
1050 {
1051     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1052     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
1053
1054     switch (shift) {
1055         case 0: break;
1056         case 13: TRACE("_d8"); break;
1057         case 14: TRACE("_d4"); break;
1058         case 15: TRACE("_d2"); break;
1059         case 1: TRACE("_x2"); break;
1060         case 2: TRACE("_x4"); break;
1061         case 3: TRACE("_x8"); break;
1062         default: TRACE("_unhandled_shift(%d)", shift); break;
1063     }
1064
1065     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1066     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1067     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1068
1069     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1070     if (mmask)
1071         FIXME("_unrecognized_modifier(%#x)", mmask);
1072 }
1073
1074 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
1075 {
1076     const DWORD* pToken = pFunction;
1077     const SHADER_OPCODE* curOpcode = NULL;
1078     DWORD shader_version;
1079     DWORD opcode_token;
1080     DWORD i;
1081
1082     TRACE("Parsing %p\n", pFunction);
1083
1084     /* The version token is supposed to be the first token */
1085     if (!shader_is_version_token(*pToken))
1086     {
1087         FIXME("First token is not a version token, invalid shader.\n");
1088         return;
1089     }
1090     shader_version = *pToken++;
1091     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
1092             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
1093
1094     while (WINED3DVS_END() != *pToken)
1095     {
1096         if (shader_is_comment(*pToken)) /* comment */
1097         {
1098             DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
1099             ++pToken;
1100             TRACE("//%s\n", (const char*)pToken);
1101             pToken += comment_len;
1102             continue;
1103         }
1104         opcode_token = *pToken++;
1105         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
1106
1107         if (!curOpcode)
1108         {
1109             int tokens_read;
1110             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
1111             tokens_read = shader_skip_unrecognized(pToken, shader_version);
1112             pToken += tokens_read;
1113         }
1114         else
1115         {
1116             if (curOpcode->opcode == WINED3DSIO_DCL)
1117             {
1118                 DWORD usage = *pToken;
1119                 DWORD param = *(pToken + 1);
1120
1121                 shader_dump_decl_usage(usage, param, shader_version);
1122                 shader_dump_ins_modifiers(param);
1123                 TRACE(" ");
1124                 shader_dump_param(param, 0, 0, shader_version);
1125                 pToken += 2;
1126             }
1127             else if (curOpcode->opcode == WINED3DSIO_DEF)
1128             {
1129                 unsigned int offset = shader_get_float_offset(*pToken);
1130
1131                 TRACE("def c%u = %f, %f, %f, %f", offset,
1132                         *(const float *)(pToken + 1),
1133                         *(const float *)(pToken + 2),
1134                         *(const float *)(pToken + 3),
1135                         *(const float *)(pToken + 4));
1136                 pToken += 5;
1137             }
1138             else if (curOpcode->opcode == WINED3DSIO_DEFI)
1139             {
1140                 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1141                         *(pToken + 1),
1142                         *(pToken + 2),
1143                         *(pToken + 3),
1144                         *(pToken + 4));
1145                 pToken += 5;
1146             }
1147             else if (curOpcode->opcode == WINED3DSIO_DEFB)
1148             {
1149                 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1150                         *(pToken + 1)? "true": "false");
1151                 pToken += 2;
1152             }
1153             else
1154             {
1155                 DWORD param, addr_token = 0;
1156                 int tokens_read;
1157
1158                 /* Print out predication source token first - it follows
1159                  * the destination token. */
1160                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1161                 {
1162                     TRACE("(");
1163                     shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1164                     TRACE(") ");
1165                 }
1166                 if (opcode_token & WINED3DSI_COISSUE)
1167                 {
1168                     /* PixWin marks instructions with the coissue flag with a '+' */
1169                     TRACE("+");
1170                 }
1171
1172                 TRACE("%s", curOpcode->name);
1173
1174                 if (curOpcode->opcode == WINED3DSIO_IFC
1175                         || curOpcode->opcode == WINED3DSIO_BREAKC)
1176                 {
1177                     DWORD op = (opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK) >> WINED3D_OPCODESPECIFICCONTROL_SHIFT;
1178
1179                     switch (op)
1180                     {
1181                         case COMPARISON_GT: TRACE("_gt"); break;
1182                         case COMPARISON_EQ: TRACE("_eq"); break;
1183                         case COMPARISON_GE: TRACE("_ge"); break;
1184                         case COMPARISON_LT: TRACE("_lt"); break;
1185                         case COMPARISON_NE: TRACE("_ne"); break;
1186                         case COMPARISON_LE: TRACE("_le"); break;
1187                         default: TRACE("_(%u)", op);
1188                     }
1189                 }
1190                 else if (curOpcode->opcode == WINED3DSIO_TEX
1191                         && shader_version >= WINED3DPS_VERSION(2,0)
1192                         && (opcode_token & (WINED3DSI_TEXLD_PROJECT << WINED3D_OPCODESPECIFICCONTROL_SHIFT)))
1193                 {
1194                     TRACE("p");
1195                 }
1196
1197                 /* Destination token */
1198                 if (curOpcode->dst_token)
1199                 {
1200                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1201                     pToken += tokens_read;
1202
1203                     shader_dump_ins_modifiers(param);
1204                     TRACE(" ");
1205                     shader_dump_param(param, addr_token, 0, shader_version);
1206                 }
1207
1208                 /* Predication token - already printed out, just skip it */
1209                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1210                 {
1211                     pToken++;
1212                 }
1213
1214                 /* Other source tokens */
1215                 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1216                 {
1217                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1218                     pToken += tokens_read;
1219
1220                     TRACE((i == 0)? " " : ", ");
1221                     shader_dump_param(param, addr_token, 1, shader_version);
1222                 }
1223             }
1224             TRACE("\n");
1225         }
1226     }
1227 }
1228
1229 void shader_cleanup(IWineD3DBaseShader *iface)
1230 {
1231     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1232
1233     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1234     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1235     shader_delete_constant_list(&This->baseShader.constantsF);
1236     shader_delete_constant_list(&This->baseShader.constantsB);
1237     shader_delete_constant_list(&This->baseShader.constantsI);
1238     list_remove(&This->baseShader.shader_list_entry);
1239 }
1240
1241 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1242 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1243 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1244 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1245 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1246 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1247 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1248 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1249 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1250 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1251 static void shader_none_free(IWineD3DDevice *iface) {}
1252 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1253 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1254     FIXME("NONE shader backend asked to generate a pixel shader\n");
1255     return 0;
1256 }
1257 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1258     FIXME("NONE shader backend asked to generate a vertex shader\n");
1259     return 0;
1260 }
1261
1262 #define GLINFO_LOCATION      (*gl_info)
1263 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1264 {
1265     /* Set the shader caps to 0 for the none shader backend */
1266     pCaps->VertexShaderVersion  = 0;
1267     pCaps->PixelShaderVersion    = 0;
1268     pCaps->PixelShader1xMaxValue = 0.0;
1269 }
1270 #undef GLINFO_LOCATION
1271 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1272 {
1273     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1274     {
1275         TRACE("Checking support for fixup:\n");
1276         dump_color_fixup_desc(fixup);
1277     }
1278
1279     /* Faked to make some apps happy. */
1280     if (!is_yuv_fixup(fixup))
1281     {
1282         TRACE("[OK]\n");
1283         return TRUE;
1284     }
1285
1286     TRACE("[FAILED]\n");
1287     return FALSE;
1288 }
1289
1290 const shader_backend_t none_shader_backend = {
1291     shader_none_instruction_handler_table,
1292     shader_none_select,
1293     shader_none_select_depth_blt,
1294     shader_none_deselect_depth_blt,
1295     shader_none_update_float_vertex_constants,
1296     shader_none_update_float_pixel_constants,
1297     shader_none_load_constants,
1298     shader_none_load_np2fixup_constants,
1299     shader_none_destroy,
1300     shader_none_alloc,
1301     shader_none_free,
1302     shader_none_dirty_const,
1303     shader_none_generate_pshader,
1304     shader_none_generate_vshader,
1305     shader_none_get_caps,
1306     shader_none_color_fixup_supported,
1307 };