WineD3D: Put vertex shader duplication infrastructure in place.
[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_addline(
56     SHADER_BUFFER* buffer,  
57     const char *format, ...) {
58
59     char* base = buffer->buffer + buffer->bsize;
60     int rc;
61
62     va_list args;
63     va_start(args, format);
64     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
65     va_end(args);
66
67     if (rc < 0 ||                                   /* C89 */ 
68         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
69
70         ERR("The buffer allocated for the shader program string "
71             "is too small at %d bytes.\n", SHADER_PGMSIZE);
72         buffer->bsize = SHADER_PGMSIZE - 1;
73         return -1;
74     }
75
76     if (buffer->newline) {
77         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
78         buffer->newline = FALSE;
79     } else {
80         TRACE("%s", base);
81     }
82
83     buffer->bsize += rc;
84     if (buffer->buffer[buffer->bsize-1] == '\n') {
85         buffer->lineNo++;
86         buffer->newline = TRUE;
87     }
88     return 0;
89 }
90
91 void shader_init(struct IWineD3DBaseShaderClass *shader,
92         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
93 {
94     shader->ref = 1;
95     shader->device = device;
96     shader->shader_ins = instruction_table;
97     list_init(&shader->linked_programs);
98 }
99
100 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
101 {
102     DWORD i = 0;
103
104     /** TODO: use dichotomic search */
105     while (opcode_table[i].name)
106     {
107         if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
108                 && shader_version >= opcode_table[i].min_version
109                 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
110         {
111             return &opcode_table[i];
112         }
113         ++i;
114     }
115
116     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
117             code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
118
119     return NULL;
120 }
121
122 /* Read a parameter opcode from the input stream,
123  * and possibly a relative addressing token.
124  * Return the number of tokens read */
125 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
126 {
127     /* PS >= 3.0 have relative addressing (with token)
128      * VS >= 2.0 have relative addressing (with token)
129      * VS >= 1.0 < 2.0 have relative addressing (without token)
130      * The version check below should work in general */
131
132     char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
133         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
134
135     *param = *pToken;
136     *addr_token = rel_token? *(pToken + 1): 0;
137     return rel_token? 2:1;
138 }
139
140 /* Return the number of parameters to skip for an opcode */
141 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
142 {
143    /* Shaders >= 2.0 may contain address tokens, but fortunately they
144     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
145     return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
146             ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
147 }
148
149 /* Read the parameters of an unrecognized opcode from the input stream
150  * Return the number of tokens read. 
151  * 
152  * Note: This function assumes source or destination token format.
153  * It will not work with specially-formatted tokens like DEF or DCL, 
154  * but hopefully those would be recognized */
155 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
156 {
157     int tokens_read = 0;
158     int i = 0;
159
160     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
161     while (*pToken & 0x80000000) {
162
163         DWORD param, addr_token;
164         tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
165         pToken += tokens_read;
166
167         FIXME("Unrecognized opcode param: token=0x%08x "
168             "addr_token=0x%08x name=", param, addr_token);
169         shader_dump_param(param, addr_token, i, shader_version);
170         FIXME("\n");
171         ++i;
172     }
173     return tokens_read;
174 }
175
176 /* Convert floating point offset relative
177  * to a register file to an absolute offset for float constants */
178 static unsigned int shader_get_float_offset(const DWORD reg)
179 {
180      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
181      int regtype = shader_get_regtype(reg);
182
183      switch (regtype) {
184         case WINED3DSPR_CONST: return regnum;
185         case WINED3DSPR_CONST2: return 2048 + regnum;
186         case WINED3DSPR_CONST3: return 4096 + regnum;
187         case WINED3DSPR_CONST4: return 6144 + regnum;
188         default:
189             FIXME("Unsupported register type: %d\n", regtype);
190             return regnum;
191      }
192 }
193
194 static void shader_delete_constant_list(struct list* clist) {
195
196     struct list *ptr;
197     struct local_constant* constant;
198
199     ptr = list_head(clist);
200     while (ptr) {
201         constant = LIST_ENTRY(ptr, struct local_constant, entry);
202         ptr = list_next(clist, ptr);
203         HeapFree(GetProcessHeap(), 0, constant);
204     }
205     list_init(clist);
206 }
207
208 /* Note that this does not count the loop register
209  * as an address register. */
210
211 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
212         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
213 {
214     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
215     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
216     DWORD shader_version;
217     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
218     const DWORD* pToken = byte_code;
219     char pshader;
220
221     /* There are some minor differences between pixel and vertex shaders */
222
223     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
224     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
225
226     /* get_registers_used is called on every compile on some 1.x shaders, which can result
227      * in stacking up a collection of local constants. Delete the old constants if existing
228      */
229     shader_delete_constant_list(&This->baseShader.constantsF);
230     shader_delete_constant_list(&This->baseShader.constantsB);
231     shader_delete_constant_list(&This->baseShader.constantsI);
232
233     /* The version token is supposed to be the first token */
234     if (!shader_is_version_token(*pToken))
235     {
236         FIXME("First token is not a version token, invalid shader.\n");
237         return WINED3DERR_INVALIDCALL;
238     }
239     reg_maps->shader_version = shader_version = *pToken++;
240     pshader = shader_is_pshader_version(shader_version);
241
242     while (WINED3DVS_END() != *pToken) {
243         CONST SHADER_OPCODE* curOpcode;
244         DWORD opcode_token;
245
246         /* Skip comments */
247         if (shader_is_comment(*pToken))
248         {
249              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
250              ++pToken;
251              pToken += comment_len;
252              continue;
253         }
254
255         /* Fetch opcode */
256         opcode_token = *pToken++;
257         curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
258
259         /* Unhandled opcode, and its parameters */
260         if (NULL == curOpcode) {
261            while (*pToken & 0x80000000)
262                ++pToken;
263
264         /* Handle declarations */
265         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
266
267             DWORD usage = *pToken++;
268             DWORD param = *pToken++;
269             DWORD regtype = shader_get_regtype(param);
270             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
271
272             /* Vshader: mark attributes used
273                Pshader: mark 3.0 input registers used, save token */
274             if (WINED3DSPR_INPUT == regtype) {
275
276                 if (!pshader)
277                     reg_maps->attributes[regnum] = 1;
278                 else
279                     reg_maps->packed_input[regnum] = 1;
280
281                 semantics_in[regnum].usage = usage;
282                 semantics_in[regnum].reg = param;
283
284             /* Vshader: mark 3.0 output registers used, save token */
285             } else if (WINED3DSPR_OUTPUT == regtype) {
286                 reg_maps->packed_output[regnum] = 1;
287                 semantics_out[regnum].usage = usage;
288                 semantics_out[regnum].reg = param;
289                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
290                     reg_maps->fog = 1;
291
292             /* Save sampler usage token */
293             } else if (WINED3DSPR_SAMPLER == regtype)
294                 reg_maps->samplers[regnum] = usage;
295
296         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
297
298             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
299             if (!lconst) return E_OUTOFMEMORY;
300             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
301             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
302
303             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
304             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
305             {
306                 float *value = (float *) lconst->value;
307                 if(value[0] < -1.0) value[0] = -1.0;
308                 else if(value[0] >  1.0) value[0] =  1.0;
309                 if(value[1] < -1.0) value[1] = -1.0;
310                 else if(value[1] >  1.0) value[1] =  1.0;
311                 if(value[2] < -1.0) value[2] = -1.0;
312                 else if(value[2] >  1.0) value[2] =  1.0;
313                 if(value[3] < -1.0) value[3] = -1.0;
314                 else if(value[3] >  1.0) value[3] =  1.0;
315             }
316
317             list_add_head(&This->baseShader.constantsF, &lconst->entry);
318             pToken += curOpcode->num_params;
319
320         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
321
322             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
323             if (!lconst) return E_OUTOFMEMORY;
324             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
325             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
326             list_add_head(&This->baseShader.constantsI, &lconst->entry);
327             pToken += curOpcode->num_params;
328
329         } else if (WINED3DSIO_DEFB == 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, 1 * sizeof(DWORD));
335             list_add_head(&This->baseShader.constantsB, &lconst->entry);
336             pToken += curOpcode->num_params;
337
338         /* If there's a loop in the shader */
339         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
340                    WINED3DSIO_REP == curOpcode->opcode) {
341             cur_loop_depth++;
342             if(cur_loop_depth > max_loop_depth)
343                 max_loop_depth = cur_loop_depth;
344             pToken += curOpcode->num_params;
345
346             /* Rep and Loop always use an integer constant for the control parameters */
347             This->baseShader.uses_int_consts = TRUE;
348         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
349                    WINED3DSIO_ENDREP == curOpcode->opcode) {
350             cur_loop_depth--;
351
352         /* For subroutine prototypes */
353         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
354
355             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
356             reg_maps->labels[snum] = 1;
357             pToken += curOpcode->num_params;
358
359         /* Set texture, address, temporary registers */
360         } else {
361             int i, limit;
362
363             /* Declare 1.X samplers implicitly, based on the destination reg. number */
364             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
365                     && pshader /* Filter different instructions with the same enum values in VS */
366                     && (WINED3DSIO_TEX == curOpcode->opcode
367                         || WINED3DSIO_TEXBEM == curOpcode->opcode
368                         || WINED3DSIO_TEXBEML == curOpcode->opcode
369                         || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
370                         || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
371                         || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
372                         || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
373                         || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
374                         || WINED3DSIO_TEXREG2AR == curOpcode->opcode
375                         || WINED3DSIO_TEXREG2GB == curOpcode->opcode
376                         || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
377             {
378                 /* Fake sampler usage, only set reserved bit and ttype */
379                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
380
381                 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
382                 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
383
384                 /* texbem is only valid with < 1.4 pixel shaders */
385                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
386                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
387                     reg_maps->bumpmat[sampler_code] = TRUE;
388                     if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
389                         reg_maps->luminanceparams[sampler_code] = TRUE;
390                     }
391                 }
392             }
393             if(WINED3DSIO_NRM  == curOpcode->opcode) {
394                 reg_maps->usesnrm = 1;
395             } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
396                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
397                 reg_maps->bumpmat[regnum] = TRUE;
398             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
399                 reg_maps->usesdsy = 1;
400             }
401
402             /* This will loop over all the registers and try to
403              * make a bitmask of the ones we're interested in. 
404              *
405              * Relative addressing tokens are ignored, but that's 
406              * okay, since we'll catch any address registers when 
407              * they are initialized (required by spec) */
408
409             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
410                 curOpcode->num_params + 1: curOpcode->num_params;
411
412             for (i = 0; i < limit; ++i) {
413
414                 DWORD param, addr_token, reg, regtype;
415                 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
416
417                 regtype = shader_get_regtype(param);
418                 reg = param & WINED3DSP_REGNUM_MASK;
419
420                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
421
422                     if (pshader)
423                         reg_maps->texcoord[reg] = 1;
424                     else
425                         reg_maps->address[reg] = 1;
426                 }
427
428                 else if (WINED3DSPR_TEMP == regtype)
429                     reg_maps->temporary[reg] = 1;
430
431                 else if (WINED3DSPR_INPUT == regtype) {
432                     if( !pshader)
433                         reg_maps->attributes[reg] = 1;
434                     else {
435                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
436                             /* If relative addressing is used, we must assume that all registers
437                              * are used. Even if it is a construct like v3[aL], we can't assume
438                              * that v0, v1 and v2 aren't read because aL can be negative
439                              */
440                             unsigned int i;
441                             for(i = 0; i < MAX_REG_INPUT; i++) {
442                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
443                             }
444                         } else {
445                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
446                         }
447                     }
448                 }
449
450                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
451                     reg_maps->fog = 1;
452
453                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
454                     reg_maps->vpos = 1;
455
456                 else if(WINED3DSPR_CONST == regtype) {
457                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
458                         if(!pshader) {
459                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
460                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
461                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
462                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
463                             }
464                         }
465                         reg_maps->usesrelconstF = TRUE;
466                     }
467                 }
468                 else if(WINED3DSPR_CONSTINT == regtype) {
469                     This->baseShader.uses_int_consts = TRUE;
470                 }
471                 else if(WINED3DSPR_CONSTBOOL == regtype) {
472                     This->baseShader.uses_bool_consts = TRUE;
473                 }
474
475                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
476                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
477                  * isn't used in them, but future register types might cause issues
478                  */
479                 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
480                         && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
481                 {
482                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
483                 }
484             }
485         }
486     }
487     ++pToken;
488     reg_maps->loop_depth = max_loop_depth;
489
490     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
491
492     return WINED3D_OK;
493 }
494
495 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
496 {
497     DWORD regtype = shader_get_regtype(param);
498
499     TRACE("dcl");
500
501     if (regtype == WINED3DSPR_SAMPLER) {
502         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
503
504         switch (ttype) {
505             case WINED3DSTT_2D: TRACE("_2d"); break;
506             case WINED3DSTT_CUBE: TRACE("_cube"); break;
507             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
508             default: TRACE("_unknown_ttype(0x%08x)", ttype);
509        }
510
511     } else { 
512
513         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
514         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
515
516         /* Pixel shaders 3.0 don't have usage semantics */
517         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
518             return;
519         else
520             TRACE("_");
521
522         switch(usage) {
523         case WINED3DDECLUSAGE_POSITION:
524             TRACE("position%d", idx);
525             break;
526         case WINED3DDECLUSAGE_BLENDINDICES:
527             TRACE("blend");
528             break;
529         case WINED3DDECLUSAGE_BLENDWEIGHT:
530             TRACE("weight");
531             break;
532         case WINED3DDECLUSAGE_NORMAL:
533             TRACE("normal%d", idx);
534             break;
535         case WINED3DDECLUSAGE_PSIZE:
536             TRACE("psize");
537             break;
538         case WINED3DDECLUSAGE_COLOR:
539             if(idx == 0)  {
540                 TRACE("color");
541             } else {
542                 TRACE("specular%d", (idx - 1));
543             }
544             break;
545         case WINED3DDECLUSAGE_TEXCOORD:
546             TRACE("texture%d", idx);
547             break;
548         case WINED3DDECLUSAGE_TANGENT:
549             TRACE("tangent");
550             break;
551         case WINED3DDECLUSAGE_BINORMAL:
552             TRACE("binormal");
553             break;
554         case WINED3DDECLUSAGE_TESSFACTOR:
555             TRACE("tessfactor");
556             break;
557         case WINED3DDECLUSAGE_POSITIONT:
558             TRACE("positionT%d", idx);
559             break;
560         case WINED3DDECLUSAGE_FOG:
561             TRACE("fog");
562             break;
563         case WINED3DDECLUSAGE_DEPTH:
564             TRACE("depth");
565             break;
566         case WINED3DDECLUSAGE_SAMPLE:
567             TRACE("sample");
568             break;
569         default:
570             FIXME("unknown_semantics(0x%08x)", usage);
571         }
572     }
573 }
574
575 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
576         unsigned int reg, int input, DWORD shader_version)
577 {
578     char relative =
579         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
580
581     if (relative) {
582         TRACE("[");
583         if (addr_token)
584             shader_dump_param(addr_token, 0, input, shader_version);
585         else
586             TRACE("a0.x");
587         TRACE(" + ");
588      }
589      TRACE("%u", reg);
590      if (relative)
591          TRACE("]");
592 }
593
594 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
595 {
596     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
597     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
598     const char *swizzle_reg_chars = "xyzw";
599
600     DWORD reg = param & WINED3DSP_REGNUM_MASK;
601     DWORD regtype = shader_get_regtype(param);
602     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
603
604     /* There are some minor differences between pixel and vertex shaders */
605     char pshader = shader_is_pshader_version(shader_version);
606
607     if (input) {
608         if ( (modifier == WINED3DSPSM_NEG) ||
609              (modifier == WINED3DSPSM_BIASNEG) ||
610              (modifier == WINED3DSPSM_SIGNNEG) ||
611              (modifier == WINED3DSPSM_X2NEG) ||
612              (modifier == WINED3DSPSM_ABSNEG) )
613             TRACE("-");
614         else if (modifier == WINED3DSPSM_COMP)
615             TRACE("1-");
616         else if (modifier == WINED3DSPSM_NOT)
617             TRACE("!");
618
619         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
620             TRACE("abs(");
621     }
622
623     switch (regtype) {
624         case WINED3DSPR_TEMP:
625             TRACE("r%u", reg);
626             break;
627         case WINED3DSPR_INPUT:
628             TRACE("v");
629             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
630             break;
631         case WINED3DSPR_CONST:
632         case WINED3DSPR_CONST2:
633         case WINED3DSPR_CONST3:
634         case WINED3DSPR_CONST4:
635             TRACE("c");
636             shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
637             break;
638         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
639             TRACE("%c%u", (pshader? 't':'a'), reg);
640             break;        
641         case WINED3DSPR_RASTOUT:
642             TRACE("%s", rastout_reg_names[reg]);
643             break;
644         case WINED3DSPR_COLOROUT:
645             TRACE("oC%u", reg);
646             break;
647         case WINED3DSPR_DEPTHOUT:
648             TRACE("oDepth");
649             break;
650         case WINED3DSPR_ATTROUT:
651             TRACE("oD%u", reg);
652             break;
653         case WINED3DSPR_TEXCRDOUT: 
654
655             /* Vertex shaders >= 3.0 use general purpose output registers
656              * (WINED3DSPR_OUTPUT), which can include an address token */
657
658             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
659                 TRACE("o");
660                 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
661             }
662             else 
663                TRACE("oT%u", reg);
664             break;
665         case WINED3DSPR_CONSTINT:
666             TRACE("i");
667             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
668             break;
669         case WINED3DSPR_CONSTBOOL:
670             TRACE("b");
671             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
672             break;
673         case WINED3DSPR_LABEL:
674             TRACE("l%u", reg);
675             break;
676         case WINED3DSPR_LOOP:
677             TRACE("aL");
678             break;
679         case WINED3DSPR_SAMPLER:
680             TRACE("s%u", reg);
681             break;
682         case WINED3DSPR_MISCTYPE:
683             if (reg > 1) {
684                 FIXME("Unhandled misctype register %d\n", reg);
685             } else {
686                 TRACE("%s", misctype_reg_names[reg]);
687             }
688             break;
689         case WINED3DSPR_PREDICATE:
690             TRACE("p%u", reg);
691             break;
692         default:
693             TRACE("unhandled_rtype(%#x)", regtype);
694             break;
695    }
696
697    if (!input) {
698        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
699
700        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
701            TRACE(".");
702            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
703            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
704            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
705            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
706        }
707
708    } else {
709         /** operand input */
710         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
711         DWORD swizzle_x = swizzle & 0x03;
712         DWORD swizzle_y = (swizzle >> 2) & 0x03;
713         DWORD swizzle_z = (swizzle >> 4) & 0x03;
714         DWORD swizzle_w = (swizzle >> 6) & 0x03;
715
716         if (0 != modifier) {
717             switch (modifier) {
718                 case WINED3DSPSM_NONE:    break;
719                 case WINED3DSPSM_NEG:     break;
720                 case WINED3DSPSM_NOT:     break;
721                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
722                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
723                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
724                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
725                 case WINED3DSPSM_COMP:    break;
726                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
727                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
728                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
729                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
730                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
731                 case WINED3DSPSM_ABS:     TRACE(")"); break;
732                 default:
733                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
734             }
735         }
736
737         /**
738         * swizzle bits fields:
739         *  RRGGBBAA
740         */
741         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
742             if (swizzle_x == swizzle_y &&
743                 swizzle_x == swizzle_z &&
744                 swizzle_x == swizzle_w) {
745                     TRACE(".%c", swizzle_reg_chars[swizzle_x]);
746             } else {
747                 TRACE(".%c%c%c%c",
748                 swizzle_reg_chars[swizzle_x],
749                 swizzle_reg_chars[swizzle_y],
750                 swizzle_reg_chars[swizzle_z],
751                 swizzle_reg_chars[swizzle_w]);
752             }
753         }
754     }
755 }
756
757 static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
758         IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg, DWORD shader_version)
759 {
760     IWineD3DBaseTextureImpl *texture;
761     struct color_fixup_desc fixup;
762     BOOL recorded = FALSE;
763     DWORD sampler_idx;
764     UINT i;
765
766     switch(arg->opcode->opcode)
767     {
768         case WINED3DSIO_TEX:
769             if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
770             else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
771             break;
772
773         case WINED3DSIO_TEXLDL:
774             FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
775             return;
776
777         case WINED3DSIO_TEXDP3TEX:
778         case WINED3DSIO_TEXM3x3TEX:
779         case WINED3DSIO_TEXM3x3SPEC:
780         case WINED3DSIO_TEXM3x3VSPEC:
781         case WINED3DSIO_TEXBEM:
782         case WINED3DSIO_TEXREG2AR:
783         case WINED3DSIO_TEXREG2GB:
784         case WINED3DSIO_TEXREG2RGB:
785             sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
786             break;
787
788         default:
789             /* Not a texture sampling instruction, nothing to do */
790             return;
791     };
792
793     texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx];
794     if (texture) fixup = texture->baseTexture.shader_color_fixup;
795     else fixup = COLOR_FIXUP_IDENTITY;
796
797     /* before doing anything, record the sampler with the format in the format conversion list,
798      * but check if it's not there already */
799     for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i)
800     {
801         if (shader->baseShader.sampled_samplers[i] == sampler_idx)
802         {
803             recorded = TRUE;
804             break;
805         }
806     }
807
808     if (!recorded)
809     {
810         shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
811         ++shader->baseShader.num_sampled_samplers;
812     }
813
814     device->shader_backend->shader_color_correction(arg, fixup);
815 }
816
817 /* Shared code in order to generate the bulk of the shader string.
818  * NOTE: A description of how to parse tokens can be found on msdn */
819 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
820         const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
821 {
822     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
823     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
824     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
825     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
826     DWORD shader_version = reg_maps->shader_version;
827     const DWORD *pToken = pFunction;
828     const SHADER_OPCODE *curOpcode;
829     SHADER_HANDLER hw_fct;
830     DWORD i;
831     SHADER_OPCODE_ARG hw_arg;
832
833     /* Initialize current parsing state */
834     hw_arg.shader = iface;
835     hw_arg.buffer = buffer;
836     hw_arg.reg_maps = reg_maps;
837     This->baseShader.parse_state.current_row = 0;
838
839     while (WINED3DPS_END() != *pToken)
840     {
841         /* Skip version token */
842         if (shader_is_version_token(*pToken))
843         {
844             ++pToken;
845             continue;
846         }
847
848         /* Skip comment tokens */
849         if (shader_is_comment(*pToken))
850         {
851             pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
852             ++pToken;
853             continue;
854         }
855
856         /* Read opcode */
857         hw_arg.opcode_token = *pToken++;
858         curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
859
860         /* Unknown opcode and its parameters */
861         if (!curOpcode)
862         {
863             FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token);
864             pToken += shader_skip_unrecognized(pToken, shader_version);
865             continue;
866         }
867
868         /* Nothing to do */
869         if (WINED3DSIO_DCL == curOpcode->opcode
870                 || WINED3DSIO_NOP == curOpcode->opcode
871                 || WINED3DSIO_DEF == curOpcode->opcode
872                 || WINED3DSIO_DEFI == curOpcode->opcode
873                 || WINED3DSIO_DEFB == curOpcode->opcode
874                 || WINED3DSIO_PHASE == curOpcode->opcode
875                 || WINED3DSIO_RET == curOpcode->opcode)
876         {
877             pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
878             continue;
879         }
880
881         /* Select handler */
882         hw_fct = handler_table[curOpcode->handler_idx];
883
884         /* Unhandled opcode */
885         if (!hw_fct)
886         {
887             FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
888             pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
889             continue;
890         }
891
892         hw_arg.opcode = curOpcode;
893
894         /* Destination token */
895         if (curOpcode->dst_token)
896         {
897             DWORD param, addr_token = 0;
898             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
899             hw_arg.dst = param;
900             hw_arg.dst_addr = addr_token;
901         }
902
903         /* Predication token */
904         if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++;
905
906         /* Other source tokens */
907         for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); ++i)
908         {
909             DWORD param, addr_token = 0;
910             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
911             hw_arg.src[i] = param;
912             hw_arg.src_addr[i] = addr_token;
913         }
914
915         /* Call appropriate function for output target */
916         hw_fct(&hw_arg);
917
918         /* Add color correction if needed */
919         shader_color_correction(This, device, &hw_arg, shader_version);
920
921         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
922         /* FIXME: This should be internal to the shader backend.
923          * Also, right now this is the only reason "shader_mode" exists. */
924         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&hw_arg);
925     }
926 }
927
928 static void shader_dump_ins_modifiers(const DWORD output)
929 {
930     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
931     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
932
933     switch (shift) {
934         case 0: break;
935         case 13: TRACE("_d8"); break;
936         case 14: TRACE("_d4"); break;
937         case 15: TRACE("_d2"); break;
938         case 1: TRACE("_x2"); break;
939         case 2: TRACE("_x4"); break;
940         case 3: TRACE("_x8"); break;
941         default: TRACE("_unhandled_shift(%d)", shift); break;
942     }
943
944     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
945     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
946     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
947
948     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
949     if (mmask)
950         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
951 }
952
953 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
954 {
955     const DWORD* pToken = pFunction;
956     const SHADER_OPCODE* curOpcode = NULL;
957     DWORD shader_version;
958     DWORD opcode_token;
959     DWORD i;
960
961     TRACE("Parsing %p\n", pFunction);
962
963     /* The version token is supposed to be the first token */
964     if (!shader_is_version_token(*pToken))
965     {
966         FIXME("First token is not a version token, invalid shader.\n");
967         return;
968     }
969     shader_version = *pToken++;
970     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
971             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
972
973     while (WINED3DVS_END() != *pToken)
974     {
975         if (shader_is_comment(*pToken)) /* comment */
976         {
977             DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
978             ++pToken;
979             TRACE("//%s\n", (const char*)pToken);
980             pToken += comment_len;
981             continue;
982         }
983         opcode_token = *pToken++;
984         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
985
986         if (!curOpcode)
987         {
988             int tokens_read;
989             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
990             tokens_read = shader_skip_unrecognized(pToken, shader_version);
991             pToken += tokens_read;
992         }
993         else
994         {
995             if (curOpcode->opcode == WINED3DSIO_DCL)
996             {
997                 DWORD usage = *pToken;
998                 DWORD param = *(pToken + 1);
999
1000                 shader_dump_decl_usage(usage, param, shader_version);
1001                 shader_dump_ins_modifiers(param);
1002                 TRACE(" ");
1003                 shader_dump_param(param, 0, 0, shader_version);
1004                 pToken += 2;
1005             }
1006             else if (curOpcode->opcode == WINED3DSIO_DEF)
1007             {
1008                 unsigned int offset = shader_get_float_offset(*pToken);
1009
1010                 TRACE("def c%u = %f, %f, %f, %f", offset,
1011                         *(const float *)(pToken + 1),
1012                         *(const float *)(pToken + 2),
1013                         *(const float *)(pToken + 3),
1014                         *(const float *)(pToken + 4));
1015                 pToken += 5;
1016             }
1017             else if (curOpcode->opcode == WINED3DSIO_DEFI)
1018             {
1019                 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1020                         *(pToken + 1),
1021                         *(pToken + 2),
1022                         *(pToken + 3),
1023                         *(pToken + 4));
1024                 pToken += 5;
1025             }
1026             else if (curOpcode->opcode == WINED3DSIO_DEFB)
1027             {
1028                 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1029                         *(pToken + 1)? "true": "false");
1030                 pToken += 2;
1031             }
1032             else
1033             {
1034                 DWORD param, addr_token;
1035                 int tokens_read;
1036
1037                 /* Print out predication source token first - it follows
1038                  * the destination token. */
1039                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1040                 {
1041                     TRACE("(");
1042                     shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1043                     TRACE(") ");
1044                 }
1045                 if (opcode_token & WINED3DSI_COISSUE)
1046                 {
1047                     /* PixWin marks instructions with the coissue flag with a '+' */
1048                     TRACE("+");
1049                 }
1050
1051                 TRACE("%s", curOpcode->name);
1052
1053                 if (curOpcode->opcode == WINED3DSIO_IFC
1054                         || curOpcode->opcode == WINED3DSIO_BREAKC)
1055                 {
1056                     DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1057
1058                     switch (op)
1059                     {
1060                         case COMPARISON_GT: TRACE("_gt"); break;
1061                         case COMPARISON_EQ: TRACE("_eq"); break;
1062                         case COMPARISON_GE: TRACE("_ge"); break;
1063                         case COMPARISON_LT: TRACE("_lt"); break;
1064                         case COMPARISON_NE: TRACE("_ne"); break;
1065                         case COMPARISON_LE: TRACE("_le"); break;
1066                         default: TRACE("_(%u)", op);
1067                     }
1068                 }
1069                 else if (curOpcode->opcode == WINED3DSIO_TEX
1070                         && shader_version >= WINED3DPS_VERSION(2,0)
1071                         && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1072                 {
1073                     TRACE("p");
1074                 }
1075
1076                 /* Destination token */
1077                 if (curOpcode->dst_token)
1078                 {
1079                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1080                     pToken += tokens_read;
1081
1082                     shader_dump_ins_modifiers(param);
1083                     TRACE(" ");
1084                     shader_dump_param(param, addr_token, 0, shader_version);
1085                 }
1086
1087                 /* Predication token - already printed out, just skip it */
1088                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1089                 {
1090                     pToken++;
1091                 }
1092
1093                 /* Other source tokens */
1094                 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1095                 {
1096                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1097                     pToken += tokens_read;
1098
1099                     TRACE((i == 0)? " " : ", ");
1100                     shader_dump_param(param, addr_token, 1, shader_version);
1101                 }
1102             }
1103             TRACE("\n");
1104         }
1105     }
1106 }
1107
1108 void shader_cleanup(IWineD3DBaseShader *iface)
1109 {
1110     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1111
1112     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1113     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1114     shader_delete_constant_list(&This->baseShader.constantsF);
1115     shader_delete_constant_list(&This->baseShader.constantsB);
1116     shader_delete_constant_list(&This->baseShader.constantsI);
1117     list_remove(&This->baseShader.shader_list_entry);
1118 }
1119
1120 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1121 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1122 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1123 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1124 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1125 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1126 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1127 static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
1128 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1129 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1130 static void shader_none_free(IWineD3DDevice *iface) {}
1131 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1132 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1133     FIXME("NONE shader backend asked to generate a pixel shader\n");
1134     return 0;
1135 }
1136 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1137     FIXME("NONE shader backend asked to generate a vertex shader\n");
1138     return 0;
1139 }
1140
1141 #define GLINFO_LOCATION      (*gl_info)
1142 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1143 {
1144     /* Set the shader caps to 0 for the none shader backend */
1145     pCaps->VertexShaderVersion  = 0;
1146     pCaps->PixelShaderVersion    = 0;
1147     pCaps->PixelShader1xMaxValue = 0.0;
1148 }
1149 #undef GLINFO_LOCATION
1150 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1151 {
1152     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1153     {
1154         TRACE("Checking support for fixup:\n");
1155         dump_color_fixup_desc(fixup);
1156     }
1157
1158     /* Faked to make some apps happy. */
1159     if (!is_yuv_fixup(fixup))
1160     {
1161         TRACE("[OK]\n");
1162         return TRUE;
1163     }
1164
1165     TRACE("[FAILED]\n");
1166     return FALSE;
1167 }
1168
1169 const shader_backend_t none_shader_backend = {
1170     shader_none_instruction_handler_table,
1171     shader_none_select,
1172     shader_none_select_depth_blt,
1173     shader_none_deselect_depth_blt,
1174     shader_none_update_float_vertex_constants,
1175     shader_none_update_float_pixel_constants,
1176     shader_none_load_constants,
1177     shader_none_color_correction,
1178     shader_none_destroy,
1179     shader_none_alloc,
1180     shader_none_free,
1181     shader_none_dirty_const,
1182     shader_none_generate_pshader,
1183     shader_none_generate_vshader,
1184     shader_none_get_caps,
1185     shader_none_color_fixup_supported,
1186 };