wined3d: Store the register type in struct wined3d_shader_src_param.
[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  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <string.h>
28 #include <stdio.h>
29 #include "wined3d_private.h"
30
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
33
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
35
36 static inline BOOL shader_is_version_token(DWORD token) {
37     return shader_is_pshader_version(token) ||
38            shader_is_vshader_version(token);
39 }
40
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
42 {
43     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44     buffer->buffer[0] = '\0';
45     buffer->bsize = 0;
46     buffer->lineNo = 0;
47     buffer->newline = TRUE;
48 }
49
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
51 {
52     HeapFree(GetProcessHeap(), 0, buffer->buffer);
53 }
54
55 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
56 {
57     char* base = buffer->buffer + buffer->bsize;
58     int rc;
59
60     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
61
62     if (rc < 0 ||                                   /* C89 */ 
63         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
64
65         ERR("The buffer allocated for the shader program string "
66             "is too small at %d bytes.\n", SHADER_PGMSIZE);
67         buffer->bsize = SHADER_PGMSIZE - 1;
68         return -1;
69     }
70
71     if (buffer->newline) {
72         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
73         buffer->newline = FALSE;
74     } else {
75         TRACE("%s", base);
76     }
77
78     buffer->bsize += rc;
79     if (buffer->buffer[buffer->bsize-1] == '\n') {
80         buffer->lineNo++;
81         buffer->newline = TRUE;
82     }
83     return 0;
84 }
85
86 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
87 {
88     int ret;
89     va_list args;
90
91     va_start(args, format);
92     ret = shader_vaddline(buffer, format, args);
93     va_end(args);
94
95     return ret;
96 }
97
98 void shader_init(struct IWineD3DBaseShaderClass *shader,
99         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
100 {
101     shader->ref = 1;
102     shader->device = device;
103     shader->shader_ins = instruction_table;
104     list_init(&shader->linked_programs);
105 }
106
107 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
108 {
109     DWORD i = 0;
110
111     /** TODO: use dichotomic search */
112     while (opcode_table[i].name)
113     {
114         if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
115                 && shader_version >= opcode_table[i].min_version
116                 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
117         {
118             return &opcode_table[i];
119         }
120         ++i;
121     }
122
123     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124             code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
125
126     return NULL;
127 }
128
129 /* Read a parameter opcode from the input stream,
130  * and possibly a relative addressing token.
131  * Return the number of tokens read */
132 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
133 {
134     /* PS >= 3.0 have relative addressing (with token)
135      * VS >= 2.0 have relative addressing (with token)
136      * VS >= 1.0 < 2.0 have relative addressing (without token)
137      * The version check below should work in general */
138
139     char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
140         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
141
142     *param = *pToken;
143     *addr_token = rel_token? *(pToken + 1): 0;
144     return rel_token? 2:1;
145 }
146
147 /* Return the number of parameters to skip for an opcode */
148 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
149 {
150    /* Shaders >= 2.0 may contain address tokens, but fortunately they
151     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
152     return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
153             ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
154 }
155
156 /* Read the parameters of an unrecognized opcode from the input stream
157  * Return the number of tokens read. 
158  * 
159  * Note: This function assumes source or destination token format.
160  * It will not work with specially-formatted tokens like DEF or DCL, 
161  * but hopefully those would be recognized */
162 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
163 {
164     int tokens_read = 0;
165     int i = 0;
166
167     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
168     while (*pToken & 0x80000000) {
169
170         DWORD param, addr_token;
171         tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
172         pToken += tokens_read;
173
174         FIXME("Unrecognized opcode param: token=0x%08x "
175             "addr_token=0x%08x name=", param, addr_token);
176         shader_dump_param(param, addr_token, i, shader_version);
177         FIXME("\n");
178         ++i;
179     }
180     return tokens_read;
181 }
182
183 /* Convert floating point offset relative
184  * to a register file to an absolute offset for float constants */
185 static unsigned int shader_get_float_offset(const DWORD reg)
186 {
187      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
188      int regtype = shader_get_regtype(reg);
189
190      switch (regtype) {
191         case WINED3DSPR_CONST: return regnum;
192         case WINED3DSPR_CONST2: return 2048 + regnum;
193         case WINED3DSPR_CONST3: return 4096 + regnum;
194         case WINED3DSPR_CONST4: return 6144 + regnum;
195         default:
196             FIXME("Unsupported register type: %d\n", regtype);
197             return regnum;
198      }
199 }
200
201 static void shader_delete_constant_list(struct list* clist) {
202
203     struct list *ptr;
204     struct local_constant* constant;
205
206     ptr = list_head(clist);
207     while (ptr) {
208         constant = LIST_ENTRY(ptr, struct local_constant, entry);
209         ptr = list_next(clist, ptr);
210         HeapFree(GetProcessHeap(), 0, constant);
211     }
212     list_init(clist);
213 }
214
215 static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst)
216 {
217     dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
218             | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
219     dst->register_idx = param & WINED3DSP_REGNUM_MASK;
220     dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
221     dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
222     dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
223     dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
224     dst->addr_token = addr_param;
225 }
226
227 static void shader_parse_src_param(DWORD param, DWORD addr_param, struct wined3d_shader_src_param *src)
228 {
229     src->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
230             | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
231     src->token = param;
232     src->addr_token = addr_param;
233 }
234
235 /* Note that this does not count the loop register
236  * as an address register. */
237
238 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
239         struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
240         const DWORD *byte_code)
241 {
242     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
243     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
244     DWORD shader_version;
245     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
246     const DWORD* pToken = byte_code;
247     char pshader;
248
249     /* There are some minor differences between pixel and vertex shaders */
250
251     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
252     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
253
254     /* get_registers_used is called on every compile on some 1.x shaders, which can result
255      * in stacking up a collection of local constants. Delete the old constants if existing
256      */
257     shader_delete_constant_list(&This->baseShader.constantsF);
258     shader_delete_constant_list(&This->baseShader.constantsB);
259     shader_delete_constant_list(&This->baseShader.constantsI);
260
261     /* The version token is supposed to be the first token */
262     if (!shader_is_version_token(*pToken))
263     {
264         FIXME("First token is not a version token, invalid shader.\n");
265         return WINED3DERR_INVALIDCALL;
266     }
267     reg_maps->shader_version = shader_version = *pToken++;
268     pshader = shader_is_pshader_version(shader_version);
269
270     while (WINED3DVS_END() != *pToken) {
271         CONST SHADER_OPCODE* curOpcode;
272         DWORD opcode_token;
273
274         /* Skip comments */
275         if (shader_is_comment(*pToken))
276         {
277              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
278              ++pToken;
279              pToken += comment_len;
280              continue;
281         }
282
283         /* Fetch opcode */
284         opcode_token = *pToken++;
285         curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
286
287         /* Unhandled opcode, and its parameters */
288         if (NULL == curOpcode) {
289            while (*pToken & 0x80000000)
290                ++pToken;
291
292         /* Handle declarations */
293         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
294
295             DWORD usage = *pToken++;
296             DWORD param = *pToken++;
297             DWORD regtype = shader_get_regtype(param);
298             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
299
300             /* Vshader: mark attributes used
301                Pshader: mark 3.0 input registers used, save token */
302             if (WINED3DSPR_INPUT == regtype) {
303
304                 if (!pshader)
305                     reg_maps->attributes[regnum] = 1;
306                 else
307                     reg_maps->packed_input[regnum] = 1;
308
309                 semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
310                 semantics_in[regnum].usage_idx =
311                         (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
312                 shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
313
314             /* Vshader: mark 3.0 output registers used, save token */
315             } else if (WINED3DSPR_OUTPUT == regtype) {
316                 reg_maps->packed_output[regnum] = 1;
317                 semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
318                 semantics_out[regnum].usage_idx =
319                         (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
320                 shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
321
322                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
323                     reg_maps->fog = 1;
324
325             /* Save sampler usage token */
326             } else if (WINED3DSPR_SAMPLER == regtype)
327                 reg_maps->samplers[regnum] = usage;
328
329         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
330
331             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
332             if (!lconst) return E_OUTOFMEMORY;
333             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
334             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
335
336             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
337             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
338             {
339                 float *value = (float *) lconst->value;
340                 if(value[0] < -1.0) value[0] = -1.0;
341                 else if(value[0] >  1.0) value[0] =  1.0;
342                 if(value[1] < -1.0) value[1] = -1.0;
343                 else if(value[1] >  1.0) value[1] =  1.0;
344                 if(value[2] < -1.0) value[2] = -1.0;
345                 else if(value[2] >  1.0) value[2] =  1.0;
346                 if(value[3] < -1.0) value[3] = -1.0;
347                 else if(value[3] >  1.0) value[3] =  1.0;
348             }
349
350             list_add_head(&This->baseShader.constantsF, &lconst->entry);
351             pToken += curOpcode->num_params;
352
353         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
354
355             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
356             if (!lconst) return E_OUTOFMEMORY;
357             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
358             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
359             list_add_head(&This->baseShader.constantsI, &lconst->entry);
360             pToken += curOpcode->num_params;
361
362         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
363
364             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
365             if (!lconst) return E_OUTOFMEMORY;
366             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
367             memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
368             list_add_head(&This->baseShader.constantsB, &lconst->entry);
369             pToken += curOpcode->num_params;
370
371         /* If there's a loop in the shader */
372         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
373                    WINED3DSIO_REP == curOpcode->opcode) {
374             cur_loop_depth++;
375             if(cur_loop_depth > max_loop_depth)
376                 max_loop_depth = cur_loop_depth;
377             pToken += curOpcode->num_params;
378
379             /* Rep and Loop always use an integer constant for the control parameters */
380             This->baseShader.uses_int_consts = TRUE;
381         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
382                    WINED3DSIO_ENDREP == curOpcode->opcode) {
383             cur_loop_depth--;
384
385         /* For subroutine prototypes */
386         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
387
388             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
389             reg_maps->labels[snum] = 1;
390             pToken += curOpcode->num_params;
391
392         /* Set texture, address, temporary registers */
393         } else {
394             int i, limit;
395
396             /* Declare 1.X samplers implicitly, based on the destination reg. number */
397             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
398                     && pshader /* Filter different instructions with the same enum values in VS */
399                     && (WINED3DSIO_TEX == curOpcode->opcode
400                         || WINED3DSIO_TEXBEM == curOpcode->opcode
401                         || WINED3DSIO_TEXBEML == curOpcode->opcode
402                         || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
403                         || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
404                         || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
405                         || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
406                         || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
407                         || WINED3DSIO_TEXREG2AR == curOpcode->opcode
408                         || WINED3DSIO_TEXREG2GB == curOpcode->opcode
409                         || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
410             {
411                 /* Fake sampler usage, only set reserved bit and ttype */
412                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
413
414                 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
415                 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
416
417                 /* texbem is only valid with < 1.4 pixel shaders */
418                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
419                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
420                     reg_maps->bumpmat[sampler_code] = TRUE;
421                     if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
422                         reg_maps->luminanceparams[sampler_code] = TRUE;
423                     }
424                 }
425             }
426             if(WINED3DSIO_NRM  == curOpcode->opcode) {
427                 reg_maps->usesnrm = 1;
428             } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
429                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
430                 reg_maps->bumpmat[regnum] = TRUE;
431             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
432                 reg_maps->usesdsy = 1;
433             }
434
435             /* This will loop over all the registers and try to
436              * make a bitmask of the ones we're interested in. 
437              *
438              * Relative addressing tokens are ignored, but that's 
439              * okay, since we'll catch any address registers when 
440              * they are initialized (required by spec) */
441
442             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
443                 curOpcode->num_params + 1: curOpcode->num_params;
444
445             for (i = 0; i < limit; ++i) {
446
447                 DWORD param, addr_token, reg, regtype;
448                 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
449
450                 regtype = shader_get_regtype(param);
451                 reg = param & WINED3DSP_REGNUM_MASK;
452
453                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
454
455                     if (pshader)
456                         reg_maps->texcoord[reg] = 1;
457                     else
458                         reg_maps->address[reg] = 1;
459                 }
460
461                 else if (WINED3DSPR_TEMP == regtype)
462                     reg_maps->temporary[reg] = 1;
463
464                 else if (WINED3DSPR_INPUT == regtype) {
465                     if( !pshader)
466                         reg_maps->attributes[reg] = 1;
467                     else {
468                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
469                             /* If relative addressing is used, we must assume that all registers
470                              * are used. Even if it is a construct like v3[aL], we can't assume
471                              * that v0, v1 and v2 aren't read because aL can be negative
472                              */
473                             unsigned int i;
474                             for(i = 0; i < MAX_REG_INPUT; i++) {
475                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
476                             }
477                         } else {
478                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
479                         }
480                     }
481                 }
482
483                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
484                     reg_maps->fog = 1;
485
486                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
487                     reg_maps->vpos = 1;
488
489                 else if(WINED3DSPR_CONST == regtype) {
490                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
491                         if(!pshader) {
492                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
493                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
494                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
495                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
496                             }
497                         }
498                         reg_maps->usesrelconstF = TRUE;
499                     }
500                 }
501                 else if(WINED3DSPR_CONSTINT == regtype) {
502                     This->baseShader.uses_int_consts = TRUE;
503                 }
504                 else if(WINED3DSPR_CONSTBOOL == regtype) {
505                     This->baseShader.uses_bool_consts = TRUE;
506                 }
507
508                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
509                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
510                  * isn't used in them, but future register types might cause issues
511                  */
512                 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
513                         && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
514                 {
515                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
516                 }
517             }
518         }
519     }
520     ++pToken;
521     reg_maps->loop_depth = max_loop_depth;
522
523     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
524
525     return WINED3D_OK;
526 }
527
528 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
529 {
530     DWORD regtype = shader_get_regtype(param);
531
532     TRACE("dcl");
533
534     if (regtype == WINED3DSPR_SAMPLER) {
535         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
536
537         switch (ttype) {
538             case WINED3DSTT_2D: TRACE("_2d"); break;
539             case WINED3DSTT_CUBE: TRACE("_cube"); break;
540             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
541             default: TRACE("_unknown_ttype(0x%08x)", ttype);
542        }
543
544     } else { 
545
546         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
547         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
548
549         /* Pixel shaders 3.0 don't have usage semantics */
550         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
551             return;
552         else
553             TRACE("_");
554
555         switch(usage) {
556         case WINED3DDECLUSAGE_POSITION:
557             TRACE("position%d", idx);
558             break;
559         case WINED3DDECLUSAGE_BLENDINDICES:
560             TRACE("blend");
561             break;
562         case WINED3DDECLUSAGE_BLENDWEIGHT:
563             TRACE("weight");
564             break;
565         case WINED3DDECLUSAGE_NORMAL:
566             TRACE("normal%d", idx);
567             break;
568         case WINED3DDECLUSAGE_PSIZE:
569             TRACE("psize");
570             break;
571         case WINED3DDECLUSAGE_COLOR:
572             if(idx == 0)  {
573                 TRACE("color");
574             } else {
575                 TRACE("specular%d", (idx - 1));
576             }
577             break;
578         case WINED3DDECLUSAGE_TEXCOORD:
579             TRACE("texture%d", idx);
580             break;
581         case WINED3DDECLUSAGE_TANGENT:
582             TRACE("tangent");
583             break;
584         case WINED3DDECLUSAGE_BINORMAL:
585             TRACE("binormal");
586             break;
587         case WINED3DDECLUSAGE_TESSFACTOR:
588             TRACE("tessfactor");
589             break;
590         case WINED3DDECLUSAGE_POSITIONT:
591             TRACE("positionT%d", idx);
592             break;
593         case WINED3DDECLUSAGE_FOG:
594             TRACE("fog");
595             break;
596         case WINED3DDECLUSAGE_DEPTH:
597             TRACE("depth");
598             break;
599         case WINED3DDECLUSAGE_SAMPLE:
600             TRACE("sample");
601             break;
602         default:
603             FIXME("unknown_semantics(0x%08x)", usage);
604         }
605     }
606 }
607
608 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
609         unsigned int reg, int input, DWORD shader_version)
610 {
611     char relative =
612         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
613
614     if (relative) {
615         TRACE("[");
616         if (addr_token)
617             shader_dump_param(addr_token, 0, input, shader_version);
618         else
619             TRACE("a0.x");
620         TRACE(" + ");
621      }
622      TRACE("%u", reg);
623      if (relative)
624          TRACE("]");
625 }
626
627 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
628 {
629     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
630     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
631     const char *swizzle_reg_chars = "xyzw";
632
633     DWORD reg = param & WINED3DSP_REGNUM_MASK;
634     DWORD regtype = shader_get_regtype(param);
635     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
636
637     /* There are some minor differences between pixel and vertex shaders */
638     char pshader = shader_is_pshader_version(shader_version);
639
640     if (input) {
641         if ( (modifier == WINED3DSPSM_NEG) ||
642              (modifier == WINED3DSPSM_BIASNEG) ||
643              (modifier == WINED3DSPSM_SIGNNEG) ||
644              (modifier == WINED3DSPSM_X2NEG) ||
645              (modifier == WINED3DSPSM_ABSNEG) )
646             TRACE("-");
647         else if (modifier == WINED3DSPSM_COMP)
648             TRACE("1-");
649         else if (modifier == WINED3DSPSM_NOT)
650             TRACE("!");
651
652         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
653             TRACE("abs(");
654     }
655
656     switch (regtype) {
657         case WINED3DSPR_TEMP:
658             TRACE("r%u", reg);
659             break;
660         case WINED3DSPR_INPUT:
661             TRACE("v");
662             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
663             break;
664         case WINED3DSPR_CONST:
665         case WINED3DSPR_CONST2:
666         case WINED3DSPR_CONST3:
667         case WINED3DSPR_CONST4:
668             TRACE("c");
669             shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
670             break;
671         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
672             TRACE("%c%u", (pshader? 't':'a'), reg);
673             break;        
674         case WINED3DSPR_RASTOUT:
675             TRACE("%s", rastout_reg_names[reg]);
676             break;
677         case WINED3DSPR_COLOROUT:
678             TRACE("oC%u", reg);
679             break;
680         case WINED3DSPR_DEPTHOUT:
681             TRACE("oDepth");
682             break;
683         case WINED3DSPR_ATTROUT:
684             TRACE("oD%u", reg);
685             break;
686         case WINED3DSPR_TEXCRDOUT: 
687
688             /* Vertex shaders >= 3.0 use general purpose output registers
689              * (WINED3DSPR_OUTPUT), which can include an address token */
690
691             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
692                 TRACE("o");
693                 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
694             }
695             else 
696                TRACE("oT%u", reg);
697             break;
698         case WINED3DSPR_CONSTINT:
699             TRACE("i");
700             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
701             break;
702         case WINED3DSPR_CONSTBOOL:
703             TRACE("b");
704             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
705             break;
706         case WINED3DSPR_LABEL:
707             TRACE("l%u", reg);
708             break;
709         case WINED3DSPR_LOOP:
710             TRACE("aL");
711             break;
712         case WINED3DSPR_SAMPLER:
713             TRACE("s%u", reg);
714             break;
715         case WINED3DSPR_MISCTYPE:
716             if (reg > 1) {
717                 FIXME("Unhandled misctype register %d\n", reg);
718             } else {
719                 TRACE("%s", misctype_reg_names[reg]);
720             }
721             break;
722         case WINED3DSPR_PREDICATE:
723             TRACE("p%u", reg);
724             break;
725         default:
726             TRACE("unhandled_rtype(%#x)", regtype);
727             break;
728    }
729
730    if (!input) {
731        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
732
733        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
734            TRACE(".");
735            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
736            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
737            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
738            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
739        }
740
741    } else {
742         /** operand input */
743         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
744         DWORD swizzle_x = swizzle & 0x03;
745         DWORD swizzle_y = (swizzle >> 2) & 0x03;
746         DWORD swizzle_z = (swizzle >> 4) & 0x03;
747         DWORD swizzle_w = (swizzle >> 6) & 0x03;
748
749         if (0 != modifier) {
750             switch (modifier) {
751                 case WINED3DSPSM_NONE:    break;
752                 case WINED3DSPSM_NEG:     break;
753                 case WINED3DSPSM_NOT:     break;
754                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
755                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
756                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
757                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
758                 case WINED3DSPSM_COMP:    break;
759                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
760                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
761                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
762                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
763                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
764                 case WINED3DSPSM_ABS:     TRACE(")"); break;
765                 default:
766                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
767             }
768         }
769
770         /**
771         * swizzle bits fields:
772         *  RRGGBBAA
773         */
774         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
775             if (swizzle_x == swizzle_y &&
776                 swizzle_x == swizzle_z &&
777                 swizzle_x == swizzle_w) {
778                     TRACE(".%c", swizzle_reg_chars[swizzle_x]);
779             } else {
780                 TRACE(".%c%c%c%c",
781                 swizzle_reg_chars[swizzle_x],
782                 swizzle_reg_chars[swizzle_y],
783                 swizzle_reg_chars[swizzle_z],
784                 swizzle_reg_chars[swizzle_w]);
785             }
786         }
787     }
788 }
789
790 /* Shared code in order to generate the bulk of the shader string.
791  * NOTE: A description of how to parse tokens can be found on msdn */
792 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
793         const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
794 {
795     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
796     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
797     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
798     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
799     DWORD shader_version = reg_maps->shader_version;
800     struct wined3d_shader_src_param src_param[4];
801     struct wined3d_shader_dst_param dst_param;
802     struct wined3d_shader_instruction ins;
803     struct wined3d_shader_context ctx;
804     const DWORD *pToken = pFunction;
805     const SHADER_OPCODE *curOpcode;
806     SHADER_HANDLER hw_fct;
807     DWORD i;
808
809     /* Initialize current parsing state */
810     ctx.shader = iface;
811     ctx.reg_maps = reg_maps;
812     ctx.buffer = buffer;
813
814     ins.ctx = &ctx;
815     ins.dst = &dst_param;
816     ins.src = src_param;
817     This->baseShader.parse_state.current_row = 0;
818
819     while (WINED3DPS_END() != *pToken)
820     {
821         DWORD opcode_token;
822
823         /* Skip version token */
824         if (shader_is_version_token(*pToken))
825         {
826             ++pToken;
827             continue;
828         }
829
830         /* Skip comment tokens */
831         if (shader_is_comment(*pToken))
832         {
833             pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
834             ++pToken;
835             continue;
836         }
837
838         /* Read opcode */
839         opcode_token = *pToken++;
840         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
841
842         /* Unknown opcode and its parameters */
843         if (!curOpcode)
844         {
845             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
846             pToken += shader_skip_unrecognized(pToken, shader_version);
847             continue;
848         }
849
850         /* Nothing to do */
851         if (WINED3DSIO_DCL == curOpcode->opcode
852                 || WINED3DSIO_NOP == curOpcode->opcode
853                 || WINED3DSIO_DEF == curOpcode->opcode
854                 || WINED3DSIO_DEFI == curOpcode->opcode
855                 || WINED3DSIO_DEFB == curOpcode->opcode
856                 || WINED3DSIO_PHASE == curOpcode->opcode
857                 || WINED3DSIO_RET == curOpcode->opcode)
858         {
859             pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
860             continue;
861         }
862
863         /* Select handler */
864         hw_fct = handler_table[curOpcode->handler_idx];
865
866         /* Unhandled opcode */
867         if (!hw_fct)
868         {
869             FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
870             pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
871             continue;
872         }
873
874         ins.handler_idx = curOpcode->handler_idx;
875         ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
876         ins.coissue = opcode_token & WINED3DSI_COISSUE;
877
878         /* Destination token */
879         ins.dst_count = curOpcode->dst_token ? 1 : 0;
880         if (ins.dst_count)
881         {
882             DWORD param, addr_param = 0;
883             pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
884             shader_parse_dst_param(param, addr_param, &dst_param);
885         }
886
887         /* Predication token */
888         if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++;
889
890         /* Other source tokens */
891         ins.src_count = curOpcode->num_params - curOpcode->dst_token;
892         for (i = 0; i < ins.src_count; ++i)
893         {
894             DWORD param, addr_token = 0;
895             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
896             shader_parse_src_param(param, addr_token, &src_param[i]);
897         }
898
899         /* Call appropriate function for output target */
900         hw_fct(&ins);
901
902         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
903         /* FIXME: This should be internal to the shader backend.
904          * Also, right now this is the only reason "shader_mode" exists. */
905         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
906     }
907 }
908
909 static void shader_dump_ins_modifiers(const DWORD output)
910 {
911     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
912     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
913
914     switch (shift) {
915         case 0: break;
916         case 13: TRACE("_d8"); break;
917         case 14: TRACE("_d4"); break;
918         case 15: TRACE("_d2"); break;
919         case 1: TRACE("_x2"); break;
920         case 2: TRACE("_x4"); break;
921         case 3: TRACE("_x8"); break;
922         default: TRACE("_unhandled_shift(%d)", shift); break;
923     }
924
925     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
926     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
927     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
928
929     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
930     if (mmask)
931         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
932 }
933
934 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
935 {
936     const DWORD* pToken = pFunction;
937     const SHADER_OPCODE* curOpcode = NULL;
938     DWORD shader_version;
939     DWORD opcode_token;
940     DWORD i;
941
942     TRACE("Parsing %p\n", pFunction);
943
944     /* The version token is supposed to be the first token */
945     if (!shader_is_version_token(*pToken))
946     {
947         FIXME("First token is not a version token, invalid shader.\n");
948         return;
949     }
950     shader_version = *pToken++;
951     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
952             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
953
954     while (WINED3DVS_END() != *pToken)
955     {
956         if (shader_is_comment(*pToken)) /* comment */
957         {
958             DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
959             ++pToken;
960             TRACE("//%s\n", (const char*)pToken);
961             pToken += comment_len;
962             continue;
963         }
964         opcode_token = *pToken++;
965         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
966
967         if (!curOpcode)
968         {
969             int tokens_read;
970             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
971             tokens_read = shader_skip_unrecognized(pToken, shader_version);
972             pToken += tokens_read;
973         }
974         else
975         {
976             if (curOpcode->opcode == WINED3DSIO_DCL)
977             {
978                 DWORD usage = *pToken;
979                 DWORD param = *(pToken + 1);
980
981                 shader_dump_decl_usage(usage, param, shader_version);
982                 shader_dump_ins_modifiers(param);
983                 TRACE(" ");
984                 shader_dump_param(param, 0, 0, shader_version);
985                 pToken += 2;
986             }
987             else if (curOpcode->opcode == WINED3DSIO_DEF)
988             {
989                 unsigned int offset = shader_get_float_offset(*pToken);
990
991                 TRACE("def c%u = %f, %f, %f, %f", offset,
992                         *(const float *)(pToken + 1),
993                         *(const float *)(pToken + 2),
994                         *(const float *)(pToken + 3),
995                         *(const float *)(pToken + 4));
996                 pToken += 5;
997             }
998             else if (curOpcode->opcode == WINED3DSIO_DEFI)
999             {
1000                 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1001                         *(pToken + 1),
1002                         *(pToken + 2),
1003                         *(pToken + 3),
1004                         *(pToken + 4));
1005                 pToken += 5;
1006             }
1007             else if (curOpcode->opcode == WINED3DSIO_DEFB)
1008             {
1009                 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1010                         *(pToken + 1)? "true": "false");
1011                 pToken += 2;
1012             }
1013             else
1014             {
1015                 DWORD param, addr_token;
1016                 int tokens_read;
1017
1018                 /* Print out predication source token first - it follows
1019                  * the destination token. */
1020                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1021                 {
1022                     TRACE("(");
1023                     shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1024                     TRACE(") ");
1025                 }
1026                 if (opcode_token & WINED3DSI_COISSUE)
1027                 {
1028                     /* PixWin marks instructions with the coissue flag with a '+' */
1029                     TRACE("+");
1030                 }
1031
1032                 TRACE("%s", curOpcode->name);
1033
1034                 if (curOpcode->opcode == WINED3DSIO_IFC
1035                         || curOpcode->opcode == WINED3DSIO_BREAKC)
1036                 {
1037                     DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1038
1039                     switch (op)
1040                     {
1041                         case COMPARISON_GT: TRACE("_gt"); break;
1042                         case COMPARISON_EQ: TRACE("_eq"); break;
1043                         case COMPARISON_GE: TRACE("_ge"); break;
1044                         case COMPARISON_LT: TRACE("_lt"); break;
1045                         case COMPARISON_NE: TRACE("_ne"); break;
1046                         case COMPARISON_LE: TRACE("_le"); break;
1047                         default: TRACE("_(%u)", op);
1048                     }
1049                 }
1050                 else if (curOpcode->opcode == WINED3DSIO_TEX
1051                         && shader_version >= WINED3DPS_VERSION(2,0)
1052                         && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1053                 {
1054                     TRACE("p");
1055                 }
1056
1057                 /* Destination token */
1058                 if (curOpcode->dst_token)
1059                 {
1060                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1061                     pToken += tokens_read;
1062
1063                     shader_dump_ins_modifiers(param);
1064                     TRACE(" ");
1065                     shader_dump_param(param, addr_token, 0, shader_version);
1066                 }
1067
1068                 /* Predication token - already printed out, just skip it */
1069                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1070                 {
1071                     pToken++;
1072                 }
1073
1074                 /* Other source tokens */
1075                 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1076                 {
1077                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1078                     pToken += tokens_read;
1079
1080                     TRACE((i == 0)? " " : ", ");
1081                     shader_dump_param(param, addr_token, 1, shader_version);
1082                 }
1083             }
1084             TRACE("\n");
1085         }
1086     }
1087 }
1088
1089 void shader_cleanup(IWineD3DBaseShader *iface)
1090 {
1091     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1092
1093     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1094     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1095     shader_delete_constant_list(&This->baseShader.constantsF);
1096     shader_delete_constant_list(&This->baseShader.constantsB);
1097     shader_delete_constant_list(&This->baseShader.constantsI);
1098     list_remove(&This->baseShader.shader_list_entry);
1099 }
1100
1101 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1102 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1103 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1104 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1105 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1106 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1107 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1108 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1109 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1110 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1111 static void shader_none_free(IWineD3DDevice *iface) {}
1112 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1113 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1114     FIXME("NONE shader backend asked to generate a pixel shader\n");
1115     return 0;
1116 }
1117 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1118     FIXME("NONE shader backend asked to generate a vertex shader\n");
1119     return 0;
1120 }
1121
1122 #define GLINFO_LOCATION      (*gl_info)
1123 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1124 {
1125     /* Set the shader caps to 0 for the none shader backend */
1126     pCaps->VertexShaderVersion  = 0;
1127     pCaps->PixelShaderVersion    = 0;
1128     pCaps->PixelShader1xMaxValue = 0.0;
1129 }
1130 #undef GLINFO_LOCATION
1131 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1132 {
1133     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1134     {
1135         TRACE("Checking support for fixup:\n");
1136         dump_color_fixup_desc(fixup);
1137     }
1138
1139     /* Faked to make some apps happy. */
1140     if (!is_yuv_fixup(fixup))
1141     {
1142         TRACE("[OK]\n");
1143         return TRUE;
1144     }
1145
1146     TRACE("[FAILED]\n");
1147     return FALSE;
1148 }
1149
1150 const shader_backend_t none_shader_backend = {
1151     shader_none_instruction_handler_table,
1152     shader_none_select,
1153     shader_none_select_depth_blt,
1154     shader_none_deselect_depth_blt,
1155     shader_none_update_float_vertex_constants,
1156     shader_none_update_float_pixel_constants,
1157     shader_none_load_constants,
1158     shader_none_load_np2fixup_constants,
1159     shader_none_destroy,
1160     shader_none_alloc,
1161     shader_none_free,
1162     shader_none_dirty_const,
1163     shader_none_generate_pshader,
1164     shader_none_generate_vshader,
1165     shader_none_get_caps,
1166     shader_none_color_fixup_supported,
1167 };