wined3d: Get rid of IWineD3DPixelShaderImpl.
[wine] / dlls / wined3d / shader.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2006 Ivan Gyurdiev
7  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26
27 #include <math.h>
28 #include <stdio.h>
29 #include <string.h>
30
31 #include "wined3d_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d);
35
36 static const char * const shader_opcode_names[] =
37 {
38     /* WINED3DSIH_ABS           */ "abs",
39     /* WINED3DSIH_ADD           */ "add",
40     /* WINED3DSIH_AND           */ "and",
41     /* WINED3DSIH_BEM           */ "bem",
42     /* WINED3DSIH_BREAK         */ "break",
43     /* WINED3DSIH_BREAKC        */ "breakc",
44     /* WINED3DSIH_BREAKP        */ "breakp",
45     /* WINED3DSIH_CALL          */ "call",
46     /* WINED3DSIH_CALLNZ        */ "callnz",
47     /* WINED3DSIH_CMP           */ "cmp",
48     /* WINED3DSIH_CND           */ "cnd",
49     /* WINED3DSIH_CRS           */ "crs",
50     /* WINED3DSIH_CUT           */ "cut",
51     /* WINED3DSIH_DCL           */ "dcl",
52     /* WINED3DSIH_DEF           */ "def",
53     /* WINED3DSIH_DEFB          */ "defb",
54     /* WINED3DSIH_DEFI          */ "defi",
55     /* WINED3DSIH_DIV           */ "div",
56     /* WINED3DSIH_DP2ADD        */ "dp2add",
57     /* WINED3DSIH_DP3           */ "dp3",
58     /* WINED3DSIH_DP4           */ "dp4",
59     /* WINED3DSIH_DST           */ "dst",
60     /* WINED3DSIH_DSX           */ "dsx",
61     /* WINED3DSIH_DSY           */ "dsy",
62     /* WINED3DSIH_ELSE          */ "else",
63     /* WINED3DSIH_EMIT          */ "emit",
64     /* WINED3DSIH_ENDIF         */ "endif",
65     /* WINED3DSIH_ENDLOOP       */ "endloop",
66     /* WINED3DSIH_ENDREP        */ "endrep",
67     /* WINED3DSIH_EXP           */ "exp",
68     /* WINED3DSIH_EXPP          */ "expp",
69     /* WINED3DSIH_FRC           */ "frc",
70     /* WINED3DSIH_FTOI          */ "ftoi",
71     /* WINED3DSIH_IADD          */ "iadd",
72     /* WINED3DSIH_IEQ           */ "ieq",
73     /* WINED3DSIH_IF            */ "if",
74     /* WINED3DSIH_IFC           */ "ifc",
75     /* WINED3DSIH_IGE           */ "ige",
76     /* WINED3DSIH_IMUL          */ "imul",
77     /* WINED3DSIH_ITOF          */ "itof",
78     /* WINED3DSIH_LABEL         */ "label",
79     /* WINED3DSIH_LD            */ "ld",
80     /* WINED3DSIH_LIT           */ "lit",
81     /* WINED3DSIH_LOG           */ "log",
82     /* WINED3DSIH_LOGP          */ "logp",
83     /* WINED3DSIH_LOOP          */ "loop",
84     /* WINED3DSIH_LRP           */ "lrp",
85     /* WINED3DSIH_LT            */ "lt",
86     /* WINED3DSIH_M3x2          */ "m3x2",
87     /* WINED3DSIH_M3x3          */ "m3x3",
88     /* WINED3DSIH_M3x4          */ "m3x4",
89     /* WINED3DSIH_M4x3          */ "m4x3",
90     /* WINED3DSIH_M4x4          */ "m4x4",
91     /* WINED3DSIH_MAD           */ "mad",
92     /* WINED3DSIH_MAX           */ "max",
93     /* WINED3DSIH_MIN           */ "min",
94     /* WINED3DSIH_MOV           */ "mov",
95     /* WINED3DSIH_MOVA          */ "mova",
96     /* WINED3DSIH_MOVC          */ "movc",
97     /* WINED3DSIH_MUL           */ "mul",
98     /* WINED3DSIH_NOP           */ "nop",
99     /* WINED3DSIH_NRM           */ "nrm",
100     /* WINED3DSIH_PHASE         */ "phase",
101     /* WINED3DSIH_POW           */ "pow",
102     /* WINED3DSIH_RCP           */ "rcp",
103     /* WINED3DSIH_REP           */ "rep",
104     /* WINED3DSIH_RET           */ "ret",
105     /* WINED3DSIH_RSQ           */ "rsq",
106     /* WINED3DSIH_SAMPLE        */ "sample",
107     /* WINED3DSIH_SAMPLE_GRAD   */ "sample_d",
108     /* WINED3DSIH_SAMPLE_LOD    */ "sample_l",
109     /* WINED3DSIH_SETP          */ "setp",
110     /* WINED3DSIH_SGE           */ "sge",
111     /* WINED3DSIH_SGN           */ "sgn",
112     /* WINED3DSIH_SINCOS        */ "sincos",
113     /* WINED3DSIH_SLT           */ "slt",
114     /* WINED3DSIH_SQRT          */ "sqrt",
115     /* WINED3DSIH_SUB           */ "sub",
116     /* WINED3DSIH_TEX           */ "texld",
117     /* WINED3DSIH_TEXBEM        */ "texbem",
118     /* WINED3DSIH_TEXBEML       */ "texbeml",
119     /* WINED3DSIH_TEXCOORD      */ "texcrd",
120     /* WINED3DSIH_TEXDEPTH      */ "texdepth",
121     /* WINED3DSIH_TEXDP3        */ "texdp3",
122     /* WINED3DSIH_TEXDP3TEX     */ "texdp3tex",
123     /* WINED3DSIH_TEXKILL       */ "texkill",
124     /* WINED3DSIH_TEXLDD        */ "texldd",
125     /* WINED3DSIH_TEXLDL        */ "texldl",
126     /* WINED3DSIH_TEXM3x2DEPTH  */ "texm3x2depth",
127     /* WINED3DSIH_TEXM3x2PAD    */ "texm3x2pad",
128     /* WINED3DSIH_TEXM3x2TEX    */ "texm3x2tex",
129     /* WINED3DSIH_TEXM3x3       */ "texm3x3",
130     /* WINED3DSIH_TEXM3x3DIFF   */ "texm3x3diff",
131     /* WINED3DSIH_TEXM3x3PAD    */ "texm3x3pad",
132     /* WINED3DSIH_TEXM3x3SPEC   */ "texm3x3spec",
133     /* WINED3DSIH_TEXM3x3TEX    */ "texm3x3tex",
134     /* WINED3DSIH_TEXM3x3VSPEC  */ "texm3x3vspec",
135     /* WINED3DSIH_TEXREG2AR     */ "texreg2ar",
136     /* WINED3DSIH_TEXREG2GB     */ "texreg2gb",
137     /* WINED3DSIH_TEXREG2RGB    */ "texreg2rgb",
138     /* WINED3DSIH_UTOF          */ "utof",
139 };
140
141 static const char * const semantic_names[] =
142 {
143     /* WINED3DDECLUSAGE_POSITION        */ "SV_POSITION",
144     /* WINED3DDECLUSAGE_BLENDWEIGHT     */ "BLENDWEIGHT",
145     /* WINED3DDECLUSAGE_BLENDINDICES    */ "BLENDINDICES",
146     /* WINED3DDECLUSAGE_NORMAL          */ "NORMAL",
147     /* WINED3DDECLUSAGE_PSIZE           */ "PSIZE",
148     /* WINED3DDECLUSAGE_TEXCOORD        */ "TEXCOORD",
149     /* WINED3DDECLUSAGE_TANGENT         */ "TANGENT",
150     /* WINED3DDECLUSAGE_BINORMAL        */ "BINORMAL",
151     /* WINED3DDECLUSAGE_TESSFACTOR      */ "TESSFACTOR",
152     /* WINED3DDECLUSAGE_POSITIONT       */ "POSITIONT",
153     /* WINED3DDECLUSAGE_COLOR           */ "COLOR",
154     /* WINED3DDECLUSAGE_FOG             */ "FOG",
155     /* WINED3DDECLUSAGE_DEPTH           */ "DEPTH",
156     /* WINED3DDECLUSAGE_SAMPLE          */ "SAMPLE",
157 };
158
159 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
160 {
161     if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
162     {
163         FIXME("Unrecognized usage %#x.\n", usage);
164         return "UNRECOGNIZED";
165     }
166
167     return semantic_names[usage];
168 }
169
170 static WINED3DDECLUSAGE shader_usage_from_semantic_name(const char *name)
171 {
172     unsigned int i;
173
174     for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
175     {
176         if (!strcmp(name, semantic_names[i])) return i;
177     }
178
179     return ~0U;
180 }
181
182 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
183 {
184     return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
185 }
186
187 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
188         const struct wined3d_shader_semantic *s)
189 {
190     e->semantic_name = shader_semantic_name_from_usage(s->usage);
191     e->semantic_idx = s->usage_idx;
192     e->sysval_semantic = 0;
193     e->component_type = 0;
194     e->register_idx = s->reg.reg.idx;
195     e->mask = s->reg.write_mask;
196 }
197
198 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
199         WINED3DDECLUSAGE usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
200 {
201     e->semantic_name = shader_semantic_name_from_usage(usage);
202     e->semantic_idx = usage_idx;
203     e->sysval_semantic = 0;
204     e->component_type = 0;
205     e->register_idx = reg_idx;
206     e->mask = write_mask;
207 }
208
209 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
210 {
211     switch (version_token >> 16)
212     {
213         case WINED3D_SM1_VS:
214         case WINED3D_SM1_PS:
215             return &sm1_shader_frontend;
216
217         case WINED3D_SM4_PS:
218         case WINED3D_SM4_VS:
219         case WINED3D_SM4_GS:
220             return &sm4_shader_frontend;
221
222         default:
223             FIXME("Unrecognised version token %#x\n", version_token);
224             return NULL;
225     }
226 }
227
228 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
229 {
230     buffer->buffer[0] = '\0';
231     buffer->bsize = 0;
232     buffer->lineNo = 0;
233     buffer->newline = TRUE;
234 }
235
236 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
237 {
238     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
239     if (!buffer->buffer)
240     {
241         ERR("Failed to allocate shader buffer memory.\n");
242         return FALSE;
243     }
244
245     shader_buffer_clear(buffer);
246     return TRUE;
247 }
248
249 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
250 {
251     HeapFree(GetProcessHeap(), 0, buffer->buffer);
252 }
253
254 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
255 {
256     char *base = buffer->buffer + buffer->bsize;
257     int rc;
258
259     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
260
261     if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
262     {
263         ERR("The buffer allocated for the shader program string "
264             "is too small at %d bytes.\n", SHADER_PGMSIZE);
265         buffer->bsize = SHADER_PGMSIZE - 1;
266         return -1;
267     }
268
269     if (buffer->newline)
270     {
271         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
272         buffer->newline = FALSE;
273     }
274     else
275     {
276         TRACE("%s", base);
277     }
278
279     buffer->bsize += rc;
280     if (buffer->buffer[buffer->bsize-1] == '\n')
281     {
282         ++buffer->lineNo;
283         buffer->newline = TRUE;
284     }
285
286     return 0;
287 }
288
289 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
290 {
291     va_list args;
292     int ret;
293
294     va_start(args, format);
295     ret = shader_vaddline(buffer, format, args);
296     va_end(args);
297
298     return ret;
299 }
300
301 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device,
302         void *parent, const struct wined3d_parent_ops *parent_ops)
303 {
304     shader->ref = 1;
305     shader->device = device;
306     shader->parent = parent;
307     shader->parent_ops = parent_ops;
308     list_init(&shader->linked_programs);
309     list_add_head(&device->shaders, &shader->shader_list_entry);
310 }
311
312 /* Convert floating point offset relative to a register file to an absolute
313  * offset for float constants. */
314 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
315 {
316     switch (register_type)
317     {
318         case WINED3DSPR_CONST: return register_idx;
319         case WINED3DSPR_CONST2: return 2048 + register_idx;
320         case WINED3DSPR_CONST3: return 4096 + register_idx;
321         case WINED3DSPR_CONST4: return 6144 + register_idx;
322         default:
323             FIXME("Unsupported register type: %u.\n", register_type);
324             return register_idx;
325     }
326 }
327
328 static void shader_delete_constant_list(struct list *clist)
329 {
330     struct local_constant *constant;
331     struct list *ptr;
332
333     ptr = list_head(clist);
334     while (ptr)
335     {
336         constant = LIST_ENTRY(ptr, struct local_constant, entry);
337         ptr = list_next(clist, ptr);
338         HeapFree(GetProcessHeap(), 0, constant);
339     }
340     list_init(clist);
341 }
342
343 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
344 {
345     DWORD idx, shift;
346     idx = bit >> 5;
347     shift = bit & 0x1f;
348     bitmap[idx] |= (1 << shift);
349 }
350
351 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct wined3d_shader_reg_maps *reg_maps,
352         const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
353 {
354     switch (reg->type)
355     {
356         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
357             if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
358             else reg_maps->address |= 1 << reg->idx;
359             break;
360
361         case WINED3DSPR_TEMP:
362             reg_maps->temporary |= 1 << reg->idx;
363             break;
364
365         case WINED3DSPR_INPUT:
366             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
367             {
368                 if (reg->rel_addr)
369                 {
370                     /* If relative addressing is used, we must assume that all registers
371                      * are used. Even if it is a construct like v3[aL], we can't assume
372                      * that v0, v1 and v2 aren't read because aL can be negative */
373                     unsigned int i;
374                     for (i = 0; i < MAX_REG_INPUT; ++i)
375                     {
376                         shader->u.ps.input_reg_used[i] = TRUE;
377                     }
378                 }
379                 else
380                 {
381                     shader->u.ps.input_reg_used[reg->idx] = TRUE;
382                 }
383             }
384             else reg_maps->input_registers |= 1 << reg->idx;
385             break;
386
387         case WINED3DSPR_RASTOUT:
388             if (reg->idx == 1) reg_maps->fog = 1;
389             break;
390
391         case WINED3DSPR_MISCTYPE:
392             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
393             {
394                 if (!reg->idx) reg_maps->vpos = 1;
395                 else if (reg->idx == 1) reg_maps->usesfacing = 1;
396             }
397             break;
398
399         case WINED3DSPR_CONST:
400             if (reg->rel_addr)
401             {
402                 if (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
403                 if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
404                 reg_maps->usesrelconstF = TRUE;
405             }
406             else
407             {
408                 set_bitmap_bit(reg_maps->constf, reg->idx);
409             }
410             break;
411
412         case WINED3DSPR_CONSTINT:
413             reg_maps->integer_constants |= (1 << reg->idx);
414             break;
415
416         case WINED3DSPR_CONSTBOOL:
417             reg_maps->boolean_constants |= (1 << reg->idx);
418             break;
419
420         case WINED3DSPR_COLOROUT:
421             reg_maps->highest_render_target = max(reg_maps->highest_render_target, reg->idx);
422             break;
423
424         default:
425             TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
426             break;
427     }
428 }
429
430 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
431 {
432     switch (instr)
433     {
434         case WINED3DSIH_M4x4:
435         case WINED3DSIH_M3x4:
436             return param == 1 ? 3 : 0;
437
438         case WINED3DSIH_M4x3:
439         case WINED3DSIH_M3x3:
440             return param == 1 ? 2 : 0;
441
442         case WINED3DSIH_M3x2:
443             return param == 1 ? 1 : 0;
444
445         default:
446             return 0;
447     }
448 }
449
450 /* Note that this does not count the loop register as an address register. */
451 static HRESULT shader_get_registers_used(IWineD3DBaseShaderImpl *shader, const struct wined3d_shader_frontend *fe,
452         struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
453         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
454 {
455     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
456     void *fe_data = shader->baseShader.frontend_data;
457     struct wined3d_shader_version shader_version;
458     const DWORD *ptr = byte_code;
459
460     memset(reg_maps, 0, sizeof(*reg_maps));
461     reg_maps->min_rel_offset = ~0U;
462
463     fe->shader_read_header(fe_data, &ptr, &shader_version);
464     reg_maps->shader_version = shader_version;
465
466     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
467             sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
468     if (!reg_maps->constf)
469     {
470         ERR("Failed to allocate constant map memory.\n");
471         return E_OUTOFMEMORY;
472     }
473
474     while (!fe->shader_is_end(fe_data, &ptr))
475     {
476         struct wined3d_shader_instruction ins;
477         const char *comment;
478         UINT comment_size;
479         UINT param_size;
480
481         /* Skip comments. */
482         fe->shader_read_comment(&ptr, &comment, &comment_size);
483         if (comment) continue;
484
485         /* Fetch opcode. */
486         fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
487
488         /* Unhandled opcode, and its parameters. */
489         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
490         {
491             TRACE("Skipping unrecognized instruction.\n");
492             ptr += param_size;
493             continue;
494         }
495
496         /* Handle declarations. */
497         if (ins.handler_idx == WINED3DSIH_DCL)
498         {
499             struct wined3d_shader_semantic semantic;
500
501             fe->shader_read_semantic(&ptr, &semantic);
502
503             switch (semantic.reg.reg.type)
504             {
505                 /* Mark input registers used. */
506                 case WINED3DSPR_INPUT:
507                     reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
508                     shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
509                     break;
510
511                 /* Vertex shader: mark 3.0 output registers used, save token. */
512                 case WINED3DSPR_OUTPUT:
513                     reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
514                     shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
515                     if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
516                     break;
517
518                 /* Save sampler usage token. */
519                 case WINED3DSPR_SAMPLER:
520                     reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
521                     break;
522
523                 default:
524                     TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
525                     break;
526             }
527         }
528         else if (ins.handler_idx == WINED3DSIH_DEF)
529         {
530             struct wined3d_shader_src_param rel_addr;
531             struct wined3d_shader_dst_param dst;
532
533             local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
534             if (!lconst) return E_OUTOFMEMORY;
535
536             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
537             lconst->idx = dst.reg.idx;
538
539             memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
540             ptr += 4;
541
542             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
543             if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
544             {
545                 float *value = (float *)lconst->value;
546                 if (value[0] < -1.0f) value[0] = -1.0f;
547                 else if (value[0] > 1.0f) value[0] = 1.0f;
548                 if (value[1] < -1.0f) value[1] = -1.0f;
549                 else if (value[1] > 1.0f) value[1] = 1.0f;
550                 if (value[2] < -1.0f) value[2] = -1.0f;
551                 else if (value[2] > 1.0f) value[2] = 1.0f;
552                 if (value[3] < -1.0f) value[3] = -1.0f;
553                 else if (value[3] > 1.0f) value[3] = 1.0f;
554             }
555
556             list_add_head(&shader->baseShader.constantsF, &lconst->entry);
557         }
558         else if (ins.handler_idx == WINED3DSIH_DEFI)
559         {
560             struct wined3d_shader_src_param rel_addr;
561             struct wined3d_shader_dst_param dst;
562
563             local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
564             if (!lconst) return E_OUTOFMEMORY;
565
566             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
567             lconst->idx = dst.reg.idx;
568
569             memcpy(lconst->value, ptr, 4 * sizeof(DWORD));
570             ptr += 4;
571
572             list_add_head(&shader->baseShader.constantsI, &lconst->entry);
573             reg_maps->local_int_consts |= (1 << dst.reg.idx);
574         }
575         else if (ins.handler_idx == WINED3DSIH_DEFB)
576         {
577             struct wined3d_shader_src_param rel_addr;
578             struct wined3d_shader_dst_param dst;
579
580             local_constant *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
581             if (!lconst) return E_OUTOFMEMORY;
582
583             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
584             lconst->idx = dst.reg.idx;
585
586             memcpy(lconst->value, ptr, sizeof(DWORD));
587             ++ptr;
588
589             list_add_head(&shader->baseShader.constantsB, &lconst->entry);
590             reg_maps->local_bool_consts |= (1 << dst.reg.idx);
591         }
592         /* If there's a loop in the shader. */
593         else if (ins.handler_idx == WINED3DSIH_LOOP
594                 || ins.handler_idx == WINED3DSIH_REP)
595         {
596             struct wined3d_shader_src_param src, rel_addr;
597
598             fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
599
600             /* Rep and Loop always use an integer constant for the control parameters. */
601             if (ins.handler_idx == WINED3DSIH_REP)
602             {
603                 reg_maps->integer_constants |= 1 << src.reg.idx;
604             }
605             else
606             {
607                 fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
608                 reg_maps->integer_constants |= 1 << src.reg.idx;
609             }
610
611             cur_loop_depth++;
612             if (cur_loop_depth > max_loop_depth) max_loop_depth = cur_loop_depth;
613         }
614         else if (ins.handler_idx == WINED3DSIH_ENDLOOP
615                 || ins.handler_idx == WINED3DSIH_ENDREP)
616         {
617             cur_loop_depth--;
618         }
619         /* For subroutine prototypes. */
620         else if (ins.handler_idx == WINED3DSIH_LABEL)
621         {
622             struct wined3d_shader_src_param src, rel_addr;
623
624             fe->shader_read_src_param(fe_data, &ptr, &src, &rel_addr);
625             reg_maps->labels |= 1 << src.reg.idx;
626         }
627         /* Set texture, address, temporary registers. */
628         else
629         {
630             BOOL color0_mov = FALSE;
631             int i, limit;
632
633             /* This will loop over all the registers and try to
634              * make a bitmask of the ones we're interested in.
635              *
636              * Relative addressing tokens are ignored, but that's
637              * okay, since we'll catch any address registers when
638              * they are initialized (required by spec). */
639             for (i = 0; i < ins.dst_count; ++i)
640             {
641                 struct wined3d_shader_src_param dst_rel_addr;
642                 struct wined3d_shader_dst_param dst_param;
643
644                 fe->shader_read_dst_param(fe_data, &ptr, &dst_param, &dst_rel_addr);
645
646                 shader_record_register_usage(shader, reg_maps, &dst_param.reg, shader_version.type);
647
648                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
649                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
650                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
651                 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
652                 {
653                     UINT idx = dst_param.reg.idx;
654
655                     switch (dst_param.reg.type)
656                     {
657                         case WINED3DSPR_RASTOUT:
658                             switch (idx)
659                             {
660                                 case 0: /* oPos */
661                                     reg_maps->output_registers |= 1 << 10;
662                                     shader_signature_from_usage(&output_signature[10],
663                                             WINED3DDECLUSAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
664                                     break;
665
666                                 case 1: /* oFog */
667                                     reg_maps->output_registers |= 1 << 11;
668                                     shader_signature_from_usage(&output_signature[11],
669                                             WINED3DDECLUSAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
670                                     break;
671
672                                 case 2: /* oPts */
673                                     reg_maps->output_registers |= 1 << 11;
674                                     shader_signature_from_usage(&output_signature[11],
675                                             WINED3DDECLUSAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
676                                     break;
677                             }
678                             break;
679
680                         case WINED3DSPR_ATTROUT:
681                             if (idx < 2)
682                             {
683                                 idx += 8;
684                                 if (reg_maps->output_registers & (1 << idx))
685                                 {
686                                     output_signature[idx].mask |= dst_param.write_mask;
687                                 }
688                                 else
689                                 {
690                                     reg_maps->output_registers |= 1 << idx;
691                                     shader_signature_from_usage(&output_signature[idx],
692                                             WINED3DDECLUSAGE_COLOR, idx - 8, idx, dst_param.write_mask);
693                                 }
694                             }
695                             break;
696
697                         case WINED3DSPR_TEXCRDOUT:
698
699                             reg_maps->texcoord_mask[idx] |= dst_param.write_mask;
700                             if (reg_maps->output_registers & (1 << idx))
701                             {
702                                 output_signature[idx].mask |= dst_param.write_mask;
703                             }
704                             else
705                             {
706                                 reg_maps->output_registers |= 1 << idx;
707                                 shader_signature_from_usage(&output_signature[idx],
708                                         WINED3DDECLUSAGE_TEXCOORD, idx, idx, dst_param.write_mask);
709                             }
710                             break;
711
712                         default:
713                             break;
714                     }
715                 }
716
717                 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
718                 {
719                     if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
720                     {
721                         /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
722                          * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
723                          * the mov and perform the sRGB write correction from the source register.
724                          *
725                          * However, if the mov is only partial, we can't do this, and if the write
726                          * comes from an instruction other than MOV it is hard to do as well. If
727                          * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
728                         shader->u.ps.color0_mov = FALSE;
729                         if (ins.handler_idx == WINED3DSIH_MOV
730                                 && dst_param.write_mask == WINED3DSP_WRITEMASK_ALL)
731                         {
732                             /* Used later when the source register is read. */
733                             color0_mov = TRUE;
734                         }
735                     }
736                     /* Also drop the MOV marker if the source register is overwritten prior to the shader
737                      * end
738                      */
739                     else if (dst_param.reg.type == WINED3DSPR_TEMP
740                             && dst_param.reg.idx == shader->u.ps.color0_reg)
741                     {
742                         shader->u.ps.color0_mov = FALSE;
743                     }
744                 }
745
746                 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
747                 if (shader_version.major == 1
748                         && (ins.handler_idx == WINED3DSIH_TEX
749                             || ins.handler_idx == WINED3DSIH_TEXBEM
750                             || ins.handler_idx == WINED3DSIH_TEXBEML
751                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
752                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
753                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
754                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
755                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
756                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
757                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
758                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
759                 {
760                     /* Fake sampler usage, only set reserved bit and type. */
761                     DWORD sampler_code = dst_param.reg.idx;
762
763                     TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
764                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
765
766                     /* texbem is only valid with < 1.4 pixel shaders */
767                     if (ins.handler_idx == WINED3DSIH_TEXBEM
768                             || ins.handler_idx == WINED3DSIH_TEXBEML)
769                     {
770                         reg_maps->bumpmat |= 1 << dst_param.reg.idx;
771                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
772                         {
773                             reg_maps->luminanceparams |= 1 << dst_param.reg.idx;
774                         }
775                     }
776                 }
777                 else if (ins.handler_idx == WINED3DSIH_BEM)
778                 {
779                     reg_maps->bumpmat |= 1 << dst_param.reg.idx;
780                 }
781             }
782
783             if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
784             else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
785             else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
786             else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
787             else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
788             else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
789             else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
790             else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
791             else if (ins.handler_idx == WINED3DSIH_RCP) reg_maps->usesrcp = 1;
792
793             limit = ins.src_count + (ins.predicate ? 1 : 0);
794             for (i = 0; i < limit; ++i)
795             {
796                 struct wined3d_shader_src_param src_param, src_rel_addr;
797                 unsigned int count;
798
799                 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
800                 count = get_instr_extra_regcount(ins.handler_idx, i);
801
802                 shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
803                 while (count)
804                 {
805                     ++src_param.reg.idx;
806                     shader_record_register_usage(shader, reg_maps, &src_param.reg, shader_version.type);
807                     --count;
808                 }
809
810                 if (color0_mov)
811                 {
812                     if (src_param.reg.type == WINED3DSPR_TEMP
813                             && src_param.swizzle == WINED3DSP_NOSWIZZLE)
814                     {
815                         shader->u.ps.color0_mov = TRUE;
816                         shader->u.ps.color0_reg = src_param.reg.idx;
817                     }
818                 }
819             }
820         }
821     }
822     reg_maps->loop_depth = max_loop_depth;
823
824     shader->baseShader.functionLength = ((const char *)ptr - (const char *)byte_code);
825
826     return WINED3D_OK;
827 }
828
829 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
830 {
831     DWORD map = 1 << max;
832     map |= map - 1;
833     map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
834
835     return wined3d_log2i(map);
836 }
837
838 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
839         const struct wined3d_shader_version *shader_version)
840 {
841     TRACE("dcl");
842
843     if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
844     {
845         switch (semantic->sampler_type)
846         {
847             case WINED3DSTT_2D: TRACE("_2d"); break;
848             case WINED3DSTT_CUBE: TRACE("_cube"); break;
849             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
850             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
851         }
852     }
853     else
854     {
855         /* Pixel shaders 3.0 don't have usage semantics. */
856         if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
857         else TRACE("_");
858
859         switch (semantic->usage)
860         {
861             case WINED3DDECLUSAGE_POSITION:
862                 TRACE("position%u", semantic->usage_idx);
863                 break;
864
865             case WINED3DDECLUSAGE_BLENDINDICES:
866                 TRACE("blend");
867                 break;
868
869             case WINED3DDECLUSAGE_BLENDWEIGHT:
870                 TRACE("weight");
871                 break;
872
873             case WINED3DDECLUSAGE_NORMAL:
874                 TRACE("normal%u", semantic->usage_idx);
875                 break;
876
877             case WINED3DDECLUSAGE_PSIZE:
878                 TRACE("psize");
879                 break;
880
881             case WINED3DDECLUSAGE_COLOR:
882                 if (!semantic->usage_idx) TRACE("color");
883                 else TRACE("specular%u", (semantic->usage_idx - 1));
884                 break;
885
886             case WINED3DDECLUSAGE_TEXCOORD:
887                 TRACE("texture%u", semantic->usage_idx);
888                 break;
889
890             case WINED3DDECLUSAGE_TANGENT:
891                 TRACE("tangent");
892                 break;
893
894             case WINED3DDECLUSAGE_BINORMAL:
895                 TRACE("binormal");
896                 break;
897
898             case WINED3DDECLUSAGE_TESSFACTOR:
899                 TRACE("tessfactor");
900                 break;
901
902             case WINED3DDECLUSAGE_POSITIONT:
903                 TRACE("positionT%u", semantic->usage_idx);
904                 break;
905
906             case WINED3DDECLUSAGE_FOG:
907                 TRACE("fog");
908                 break;
909
910             case WINED3DDECLUSAGE_DEPTH:
911                 TRACE("depth");
912                 break;
913
914             case WINED3DDECLUSAGE_SAMPLE:
915                 TRACE("sample");
916                 break;
917
918             default:
919                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
920         }
921     }
922 }
923
924 static void shader_dump_register(const struct wined3d_shader_register *reg,
925         const struct wined3d_shader_version *shader_version)
926 {
927     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
928     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
929     UINT offset = reg->idx;
930
931     switch (reg->type)
932     {
933         case WINED3DSPR_TEMP:
934             TRACE("r");
935             break;
936
937         case WINED3DSPR_INPUT:
938             TRACE("v");
939             break;
940
941         case WINED3DSPR_CONST:
942         case WINED3DSPR_CONST2:
943         case WINED3DSPR_CONST3:
944         case WINED3DSPR_CONST4:
945             TRACE("c");
946             offset = shader_get_float_offset(reg->type, reg->idx);
947             break;
948
949         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
950             TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
951             break;
952
953         case WINED3DSPR_RASTOUT:
954             TRACE("%s", rastout_reg_names[reg->idx]);
955             break;
956
957         case WINED3DSPR_COLOROUT:
958             TRACE("oC");
959             break;
960
961         case WINED3DSPR_DEPTHOUT:
962             TRACE("oDepth");
963             break;
964
965         case WINED3DSPR_ATTROUT:
966             TRACE("oD");
967             break;
968
969         case WINED3DSPR_TEXCRDOUT:
970             /* Vertex shaders >= 3.0 use general purpose output registers
971              * (WINED3DSPR_OUTPUT), which can include an address token. */
972             if (shader_version->major >= 3) TRACE("o");
973             else TRACE("oT");
974             break;
975
976         case WINED3DSPR_CONSTINT:
977             TRACE("i");
978             break;
979
980         case WINED3DSPR_CONSTBOOL:
981             TRACE("b");
982             break;
983
984         case WINED3DSPR_LABEL:
985             TRACE("l");
986             break;
987
988         case WINED3DSPR_LOOP:
989             TRACE("aL");
990             break;
991
992         case WINED3DSPR_SAMPLER:
993             TRACE("s");
994             break;
995
996         case WINED3DSPR_MISCTYPE:
997             if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
998             else TRACE("%s", misctype_reg_names[reg->idx]);
999             break;
1000
1001         case WINED3DSPR_PREDICATE:
1002             TRACE("p");
1003             break;
1004
1005         case WINED3DSPR_IMMCONST:
1006             TRACE("l");
1007             break;
1008
1009         case WINED3DSPR_CONSTBUFFER:
1010             TRACE("cb");
1011             break;
1012
1013         case WINED3DSPR_NULL:
1014             TRACE("null");
1015             break;
1016
1017         case WINED3DSPR_RESOURCE:
1018             TRACE("t");
1019             break;
1020
1021         default:
1022             TRACE("unhandled_rtype(%#x)", reg->type);
1023             break;
1024     }
1025
1026     if (reg->type == WINED3DSPR_IMMCONST)
1027     {
1028         TRACE("(");
1029         switch (reg->immconst_type)
1030         {
1031             case WINED3D_IMMCONST_SCALAR:
1032                 TRACE("%.8e", *(const float *)reg->immconst_data);
1033                 break;
1034
1035             case WINED3D_IMMCONST_VEC4:
1036                 TRACE("%.8e, %.8e, %.8e, %.8e",
1037                         *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1038                         *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1039                 break;
1040
1041             default:
1042                 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1043                 break;
1044         }
1045         TRACE(")");
1046     }
1047     else if (reg->type != WINED3DSPR_RASTOUT
1048             && reg->type != WINED3DSPR_MISCTYPE
1049             && reg->type != WINED3DSPR_NULL)
1050     {
1051         if (reg->array_idx != ~0U)
1052         {
1053             TRACE("%u[%u", offset, reg->array_idx);
1054             if (reg->rel_addr)
1055             {
1056                 TRACE(" + ");
1057                 shader_dump_src_param(reg->rel_addr, shader_version);
1058             }
1059             TRACE("]");
1060         }
1061         else
1062         {
1063             if (reg->rel_addr)
1064             {
1065                 TRACE("[");
1066                 shader_dump_src_param(reg->rel_addr, shader_version);
1067                 TRACE(" + ");
1068             }
1069             TRACE("%u", offset);
1070             if (reg->rel_addr) TRACE("]");
1071         }
1072     }
1073 }
1074
1075 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1076         const struct wined3d_shader_version *shader_version)
1077 {
1078     DWORD write_mask = param->write_mask;
1079
1080     shader_dump_register(&param->reg, shader_version);
1081
1082     if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1083     {
1084         static const char *write_mask_chars = "xyzw";
1085
1086         TRACE(".");
1087         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1088         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1089         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1090         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1091     }
1092 }
1093
1094 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1095         const struct wined3d_shader_version *shader_version)
1096 {
1097     DWORD src_modifier = param->modifiers;
1098     DWORD swizzle = param->swizzle;
1099
1100     if (src_modifier == WINED3DSPSM_NEG
1101             || src_modifier == WINED3DSPSM_BIASNEG
1102             || src_modifier == WINED3DSPSM_SIGNNEG
1103             || src_modifier == WINED3DSPSM_X2NEG
1104             || src_modifier == WINED3DSPSM_ABSNEG)
1105         TRACE("-");
1106     else if (src_modifier == WINED3DSPSM_COMP)
1107         TRACE("1-");
1108     else if (src_modifier == WINED3DSPSM_NOT)
1109         TRACE("!");
1110
1111     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1112         TRACE("abs(");
1113
1114     shader_dump_register(&param->reg, shader_version);
1115
1116     if (src_modifier)
1117     {
1118         switch (src_modifier)
1119         {
1120             case WINED3DSPSM_NONE:    break;
1121             case WINED3DSPSM_NEG:     break;
1122             case WINED3DSPSM_NOT:     break;
1123             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
1124             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1125             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
1126             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1127             case WINED3DSPSM_COMP:    break;
1128             case WINED3DSPSM_X2:      TRACE("_x2"); break;
1129             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
1130             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
1131             case WINED3DSPSM_DW:      TRACE("_dw"); break;
1132             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
1133             case WINED3DSPSM_ABS:     TRACE(")"); break;
1134             default:                  TRACE("_unknown_modifier(%#x)", src_modifier);
1135         }
1136     }
1137
1138     if (swizzle != WINED3DSP_NOSWIZZLE)
1139     {
1140         static const char *swizzle_chars = "xyzw";
1141         DWORD swizzle_x = swizzle & 0x03;
1142         DWORD swizzle_y = (swizzle >> 2) & 0x03;
1143         DWORD swizzle_z = (swizzle >> 4) & 0x03;
1144         DWORD swizzle_w = (swizzle >> 6) & 0x03;
1145
1146         if (swizzle_x == swizzle_y
1147                 && swizzle_x == swizzle_z
1148                 && swizzle_x == swizzle_w)
1149         {
1150             TRACE(".%c", swizzle_chars[swizzle_x]);
1151         }
1152         else
1153         {
1154             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1155                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1156         }
1157     }
1158 }
1159
1160 /* Shared code in order to generate the bulk of the shader string.
1161  * NOTE: A description of how to parse tokens can be found on MSDN. */
1162 void shader_generate_main(IWineD3DBaseShaderImpl *shader, struct wined3d_shader_buffer *buffer,
1163         const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1164 {
1165     IWineD3DDeviceImpl *device = shader->baseShader.device;
1166     const struct wined3d_shader_frontend *fe = shader->baseShader.frontend;
1167     void *fe_data = shader->baseShader.frontend_data;
1168     struct wined3d_shader_src_param dst_rel_addr[2];
1169     struct wined3d_shader_src_param src_rel_addr[4];
1170     struct wined3d_shader_dst_param dst_param[2];
1171     struct wined3d_shader_src_param src_param[4];
1172     struct wined3d_shader_version shader_version;
1173     struct wined3d_shader_loop_state loop_state;
1174     struct wined3d_shader_instruction ins;
1175     struct wined3d_shader_tex_mx tex_mx;
1176     struct wined3d_shader_context ctx;
1177     const DWORD *ptr = byte_code;
1178     DWORD i;
1179
1180     /* Initialize current parsing state. */
1181     tex_mx.current_row = 0;
1182     loop_state.current_depth = 0;
1183     loop_state.current_reg = 0;
1184
1185     ctx.shader = shader;
1186     ctx.gl_info = &device->adapter->gl_info;
1187     ctx.reg_maps = reg_maps;
1188     ctx.buffer = buffer;
1189     ctx.tex_mx = &tex_mx;
1190     ctx.loop_state = &loop_state;
1191     ctx.backend_data = backend_ctx;
1192
1193     ins.ctx = &ctx;
1194     ins.dst = dst_param;
1195     ins.src = src_param;
1196
1197     fe->shader_read_header(fe_data, &ptr, &shader_version);
1198
1199     while (!fe->shader_is_end(fe_data, &ptr))
1200     {
1201         const char *comment;
1202         UINT comment_size;
1203         UINT param_size;
1204
1205         /* Skip comment tokens. */
1206         fe->shader_read_comment(&ptr, &comment, &comment_size);
1207         if (comment) continue;
1208
1209         /* Read opcode. */
1210         fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1211
1212         /* Unknown opcode and its parameters. */
1213         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1214         {
1215             TRACE("Skipping unrecognized instruction.\n");
1216             ptr += param_size;
1217             continue;
1218         }
1219
1220         /* Nothing to do. */
1221         if (ins.handler_idx == WINED3DSIH_DCL
1222                 || ins.handler_idx == WINED3DSIH_NOP
1223                 || ins.handler_idx == WINED3DSIH_DEF
1224                 || ins.handler_idx == WINED3DSIH_DEFI
1225                 || ins.handler_idx == WINED3DSIH_DEFB
1226                 || ins.handler_idx == WINED3DSIH_PHASE)
1227         {
1228             ptr += param_size;
1229             continue;
1230         }
1231
1232         /* Destination tokens */
1233         for (i = 0; i < ins.dst_count; ++i)
1234         {
1235             fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1236         }
1237
1238         /* Predication token */
1239         if (ins.predicate)
1240         {
1241             FIXME("Predicates not implemented.\n");
1242             ins.predicate = *ptr++;
1243         }
1244
1245         /* Other source tokens */
1246         for (i = 0; i < ins.src_count; ++i)
1247         {
1248             fe->shader_read_src_param(fe_data, &ptr, &src_param[i], &src_rel_addr[i]);
1249         }
1250
1251         /* Call appropriate function for output target */
1252         device->shader_backend->shader_handle_instruction(&ins);
1253     }
1254 }
1255
1256 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1257 {
1258     DWORD mmask = dst->modifiers;
1259
1260     switch (dst->shift)
1261     {
1262         case 0: break;
1263         case 13: TRACE("_d8"); break;
1264         case 14: TRACE("_d4"); break;
1265         case 15: TRACE("_d2"); break;
1266         case 1: TRACE("_x2"); break;
1267         case 2: TRACE("_x4"); break;
1268         case 3: TRACE("_x8"); break;
1269         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1270     }
1271
1272     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1273     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1274     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1275
1276     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1277     if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1278 }
1279
1280 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1281 {
1282     struct wined3d_shader_version shader_version;
1283     const DWORD *ptr = byte_code;
1284     const char *type_prefix;
1285     DWORD i;
1286
1287     TRACE("Parsing %p.\n", byte_code);
1288
1289     fe->shader_read_header(fe_data, &ptr, &shader_version);
1290
1291     switch (shader_version.type)
1292     {
1293         case WINED3D_SHADER_TYPE_VERTEX:
1294             type_prefix = "vs";
1295             break;
1296
1297         case WINED3D_SHADER_TYPE_GEOMETRY:
1298             type_prefix = "gs";
1299             break;
1300
1301         case WINED3D_SHADER_TYPE_PIXEL:
1302             type_prefix = "ps";
1303             break;
1304
1305         default:
1306             FIXME("Unhandled shader type %#x.\n", shader_version.type);
1307             type_prefix = "unknown";
1308             break;
1309     }
1310
1311     TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1312
1313     while (!fe->shader_is_end(fe_data, &ptr))
1314     {
1315         struct wined3d_shader_instruction ins;
1316         const char *comment;
1317         UINT comment_size;
1318         UINT param_size;
1319
1320         /* comment */
1321         fe->shader_read_comment(&ptr, &comment, &comment_size);
1322         if (comment)
1323         {
1324             if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1325             {
1326                 const char *end = comment + comment_size;
1327                 const char *ptr = comment + 4;
1328                 const char *line = ptr;
1329
1330                 TRACE("// TEXT\n");
1331                 while (ptr != end)
1332                 {
1333                     if (*ptr == '\n')
1334                     {
1335                         UINT len = ptr - line;
1336                         if (len && *(ptr - 1) == '\r') --len;
1337                         TRACE("// %s\n", debugstr_an(line, len));
1338                         line = ++ptr;
1339                     }
1340                     else ++ptr;
1341                 }
1342                 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1343             }
1344             else TRACE("// %s\n", debugstr_an(comment, comment_size));
1345             continue;
1346         }
1347
1348         fe->shader_read_opcode(fe_data, &ptr, &ins, &param_size);
1349         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1350         {
1351             TRACE("Skipping unrecognized instruction.\n");
1352             ptr += param_size;
1353             continue;
1354         }
1355
1356         if (ins.handler_idx == WINED3DSIH_DCL)
1357         {
1358             struct wined3d_shader_semantic semantic;
1359
1360             fe->shader_read_semantic(&ptr, &semantic);
1361
1362             shader_dump_decl_usage(&semantic, &shader_version);
1363             shader_dump_ins_modifiers(&semantic.reg);
1364             TRACE(" ");
1365             shader_dump_dst_param(&semantic.reg, &shader_version);
1366         }
1367         else if (ins.handler_idx == WINED3DSIH_DEF)
1368         {
1369             struct wined3d_shader_src_param rel_addr;
1370             struct wined3d_shader_dst_param dst;
1371
1372             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1373
1374             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1375                     *(const float *)(ptr),
1376                     *(const float *)(ptr + 1),
1377                     *(const float *)(ptr + 2),
1378                     *(const float *)(ptr + 3));
1379             ptr += 4;
1380         }
1381         else if (ins.handler_idx == WINED3DSIH_DEFI)
1382         {
1383             struct wined3d_shader_src_param rel_addr;
1384             struct wined3d_shader_dst_param dst;
1385
1386             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1387
1388             TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1389                     *(ptr),
1390                     *(ptr + 1),
1391                     *(ptr + 2),
1392                     *(ptr + 3));
1393             ptr += 4;
1394         }
1395         else if (ins.handler_idx == WINED3DSIH_DEFB)
1396         {
1397             struct wined3d_shader_src_param rel_addr;
1398             struct wined3d_shader_dst_param dst;
1399
1400             fe->shader_read_dst_param(fe_data, &ptr, &dst, &rel_addr);
1401
1402             TRACE("defb b%u = %s", dst.reg.idx, *ptr ? "true" : "false");
1403             ++ptr;
1404         }
1405         else
1406         {
1407             struct wined3d_shader_src_param dst_rel_addr[2];
1408             struct wined3d_shader_src_param src_rel_addr;
1409             struct wined3d_shader_dst_param dst_param[2];
1410             struct wined3d_shader_src_param src_param;
1411
1412             for (i = 0; i < ins.dst_count; ++i)
1413             {
1414                 fe->shader_read_dst_param(fe_data, &ptr, &dst_param[i], &dst_rel_addr[i]);
1415             }
1416
1417             /* Print out predication source token first - it follows
1418              * the destination token. */
1419             if (ins.predicate)
1420             {
1421                 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1422                 TRACE("(");
1423                 shader_dump_src_param(&src_param, &shader_version);
1424                 TRACE(") ");
1425             }
1426
1427             /* PixWin marks instructions with the coissue flag with a '+' */
1428             if (ins.coissue) TRACE("+");
1429
1430             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1431
1432             if (ins.handler_idx == WINED3DSIH_IFC
1433                     || ins.handler_idx == WINED3DSIH_BREAKC)
1434             {
1435                 switch (ins.flags)
1436                 {
1437                     case COMPARISON_GT: TRACE("_gt"); break;
1438                     case COMPARISON_EQ: TRACE("_eq"); break;
1439                     case COMPARISON_GE: TRACE("_ge"); break;
1440                     case COMPARISON_LT: TRACE("_lt"); break;
1441                     case COMPARISON_NE: TRACE("_ne"); break;
1442                     case COMPARISON_LE: TRACE("_le"); break;
1443                     default: TRACE("_(%u)", ins.flags);
1444                 }
1445             }
1446             else if (ins.handler_idx == WINED3DSIH_TEX
1447                     && shader_version.major >= 2
1448                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1449             {
1450                 TRACE("p");
1451             }
1452
1453             /* We already read the destination tokens, print them. */
1454             for (i = 0; i < ins.dst_count; ++i)
1455             {
1456                 shader_dump_ins_modifiers(&dst_param[i]);
1457                 TRACE(!i ? " " : ", ");
1458                 shader_dump_dst_param(&dst_param[i], &shader_version);
1459             }
1460
1461             /* Other source tokens */
1462             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1463             {
1464                 fe->shader_read_src_param(fe_data, &ptr, &src_param, &src_rel_addr);
1465                 TRACE(!i ? " " : ", ");
1466                 shader_dump_src_param(&src_param, &shader_version);
1467             }
1468         }
1469         TRACE("\n");
1470     }
1471 }
1472
1473 static void shader_cleanup(IWineD3DBaseShaderImpl *shader)
1474 {
1475     shader->baseShader.device->shader_backend->shader_destroy(shader);
1476     HeapFree(GetProcessHeap(), 0, shader->baseShader.reg_maps.constf);
1477     HeapFree(GetProcessHeap(), 0, shader->baseShader.function);
1478     shader_delete_constant_list(&shader->baseShader.constantsF);
1479     shader_delete_constant_list(&shader->baseShader.constantsB);
1480     shader_delete_constant_list(&shader->baseShader.constantsI);
1481     list_remove(&shader->baseShader.shader_list_entry);
1482
1483     if (shader->baseShader.frontend && shader->baseShader.frontend_data)
1484     {
1485         shader->baseShader.frontend->shader_free(shader->baseShader.frontend_data);
1486     }
1487 }
1488
1489 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1490 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1491 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1492         enum tex_types tex_type, const SIZE *ds_mask_size) {}
1493 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1494 static void shader_none_update_float_vertex_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
1495 static void shader_none_update_float_pixel_constants(IWineD3DDeviceImpl *device, UINT start, UINT count) {}
1496 static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
1497 static void shader_none_load_np2fixup_constants(void *shader_priv,
1498         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1499 static void shader_none_destroy(IWineD3DBaseShaderImpl *shader) {}
1500 static HRESULT shader_none_alloc(IWineD3DDeviceImpl *device) {return WINED3D_OK;}
1501 static void shader_none_free(IWineD3DDeviceImpl *device) {}
1502 static BOOL shader_none_dirty_const(void) {return FALSE;}
1503
1504 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1505 {
1506     /* Set the shader caps to 0 for the none shader backend */
1507     caps->VertexShaderVersion = 0;
1508     caps->MaxVertexShaderConst = 0;
1509     caps->PixelShaderVersion = 0;
1510     caps->PixelShader1xMaxValue = 0.0f;
1511     caps->MaxPixelShaderConst = 0;
1512     caps->VSClipping = FALSE;
1513 }
1514
1515 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1516 {
1517     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1518     {
1519         TRACE("Checking support for fixup:\n");
1520         dump_color_fixup_desc(fixup);
1521     }
1522
1523     /* Faked to make some apps happy. */
1524     if (!is_complex_fixup(fixup))
1525     {
1526         TRACE("[OK]\n");
1527         return TRUE;
1528     }
1529
1530     TRACE("[FAILED]\n");
1531     return FALSE;
1532 }
1533
1534 const shader_backend_t none_shader_backend = {
1535     shader_none_handle_instruction,
1536     shader_none_select,
1537     shader_none_select_depth_blt,
1538     shader_none_deselect_depth_blt,
1539     shader_none_update_float_vertex_constants,
1540     shader_none_update_float_pixel_constants,
1541     shader_none_load_constants,
1542     shader_none_load_np2fixup_constants,
1543     shader_none_destroy,
1544     shader_none_alloc,
1545     shader_none_free,
1546     shader_none_dirty_const,
1547     shader_none_get_caps,
1548     shader_none_color_fixup_supported,
1549 };
1550
1551 static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
1552 {
1553     if (!data)
1554     {
1555         *data_size = shader->baseShader.functionLength;
1556         return WINED3D_OK;
1557     }
1558
1559     if (*data_size < shader->baseShader.functionLength)
1560     {
1561         /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
1562          * than the required size we should write the required size and
1563          * return D3DERR_MOREDATA. That's not actually true. */
1564         return WINED3DERR_INVALIDCALL;
1565     }
1566
1567     memcpy(data, shader->baseShader.function, shader->baseShader.functionLength);
1568
1569     return WINED3D_OK;
1570 }
1571
1572 /* Set local constants for d3d8 shaders. */
1573 static HRESULT shader_set_local_constants_float(IWineD3DBaseShaderImpl *shader,
1574         UINT start_idx, const float *src_data, UINT count)
1575 {
1576     UINT end_idx = start_idx + count;
1577     UINT i;
1578
1579     if (end_idx > shader->baseShader.limits.constant_float)
1580     {
1581         WARN("end_idx %u > float constants limit %u.\n",
1582                 end_idx, shader->baseShader.limits.constant_float);
1583         end_idx = shader->baseShader.limits.constant_float;
1584     }
1585
1586     for (i = start_idx; i < end_idx; ++i)
1587     {
1588         local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
1589         if (!lconst) return E_OUTOFMEMORY;
1590
1591         lconst->idx = i;
1592         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1593         list_add_head(&shader->baseShader.constantsF, &lconst->entry);
1594     }
1595
1596     return WINED3D_OK;
1597 }
1598
1599 static HRESULT shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code,
1600         const struct wined3d_shader_signature *output_signature, DWORD float_const_count)
1601 {
1602     struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1603     const struct wined3d_shader_frontend *fe;
1604     HRESULT hr;
1605
1606     TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1607             shader, byte_code, output_signature, float_const_count);
1608
1609     fe = shader_select_frontend(*byte_code);
1610     if (!fe)
1611     {
1612         FIXME("Unable to find frontend for shader.\n");
1613         return WINED3DERR_INVALIDCALL;
1614     }
1615     shader->baseShader.frontend = fe;
1616     shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
1617     if (!shader->baseShader.frontend_data)
1618     {
1619         FIXME("Failed to initialize frontend.\n");
1620         return WINED3DERR_INVALIDCALL;
1621     }
1622
1623     /* First pass: trace shader. */
1624     if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
1625
1626     /* Initialize immediate constant lists. */
1627     list_init(&shader->baseShader.constantsF);
1628     list_init(&shader->baseShader.constantsB);
1629     list_init(&shader->baseShader.constantsI);
1630
1631     /* Second pass: figure out which registers are used, what the semantics are, etc. */
1632     hr = shader_get_registers_used(shader, fe,
1633             reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1634             byte_code, float_const_count);
1635     if (FAILED(hr)) return hr;
1636
1637     shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
1638     if (!shader->baseShader.function) return E_OUTOFMEMORY;
1639     memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
1640
1641     return WINED3D_OK;
1642 }
1643
1644 static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, void **object)
1645 {
1646     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1647
1648     if (IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1649             || IsEqualGUID(riid, &IID_IWineD3DBase)
1650             || IsEqualGUID(riid, &IID_IUnknown))
1651     {
1652         IUnknown_AddRef(iface);
1653         *object = iface;
1654         return S_OK;
1655     }
1656
1657     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1658
1659     *object = NULL;
1660     return E_NOINTERFACE;
1661 }
1662
1663 static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DBaseShader *iface)
1664 {
1665     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1666     ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1667
1668     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1669
1670     return refcount;
1671 }
1672
1673 /* Do not call while under the GL lock. */
1674 static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DBaseShader *iface)
1675 {
1676     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1677     ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1678
1679     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1680
1681     if (!refcount)
1682     {
1683         shader_cleanup(shader);
1684         shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1685         HeapFree(GetProcessHeap(), 0, shader);
1686     }
1687
1688     return refcount;
1689 }
1690
1691 static void * STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DBaseShader *iface)
1692 {
1693     TRACE("iface %p.\n", iface);
1694
1695     return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1696 }
1697
1698 static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DBaseShader *iface, void *data, UINT *data_size)
1699 {
1700     TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1701
1702     return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1703 }
1704
1705 static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DBaseShader *iface,
1706         UINT start_idx, const float *src_data, UINT count)
1707 {
1708     TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1709
1710     return shader_set_local_constants_float((IWineD3DBaseShaderImpl *)iface,
1711             start_idx, src_data, count);
1712 }
1713
1714 static const IWineD3DBaseShaderVtbl IWineD3DVertexShader_Vtbl =
1715 {
1716     /* IUnknown methods */
1717     vertexshader_QueryInterface,
1718     vertexshader_AddRef,
1719     vertexshader_Release,
1720     /* IWineD3DBase methods */
1721     vertexshader_GetParent,
1722     /* IWineD3DBaseShader methods */
1723     vertexshader_GetFunction,
1724     vertexshader_SetLocalConstantsF,
1725 };
1726
1727 void find_vs_compile_args(const struct wined3d_state *state,
1728         IWineD3DBaseShaderImpl *shader, struct vs_compile_args *args)
1729 {
1730     args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
1731             == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1732     args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
1733             && state->render_states[WINED3DRS_CLIPPLANEENABLE];
1734     args->swizzle_map = shader->baseShader.device->strided_streams.swizzle_map;
1735 }
1736
1737 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1738 {
1739     if (usage_idx1 != usage_idx2) return FALSE;
1740     if (usage1 == usage2) return TRUE;
1741     if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1742     if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
1743
1744     return FALSE;
1745 }
1746
1747 BOOL vshader_get_input(struct IWineD3DBaseShaderImpl *shader,
1748         BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1749 {
1750     WORD map = shader->baseShader.reg_maps.input_registers;
1751     unsigned int i;
1752
1753     for (i = 0; map; map >>= 1, ++i)
1754     {
1755         if (!(map & 1)) continue;
1756
1757         if (match_usage(shader->u.vs.attributes[i].usage,
1758                 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1759         {
1760             *regnum = i;
1761             return TRUE;
1762         }
1763     }
1764     return FALSE;
1765 }
1766
1767 static void vertexshader_set_limits(IWineD3DBaseShaderImpl *shader)
1768 {
1769     DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
1770             shader->baseShader.reg_maps.shader_version.minor);
1771     IWineD3DDeviceImpl *device = shader->baseShader.device;
1772
1773     shader->baseShader.limits.texcoord = 0;
1774     shader->baseShader.limits.attributes = 16;
1775     shader->baseShader.limits.packed_input = 0;
1776
1777     switch (shader_version)
1778     {
1779         case WINED3D_SHADER_VERSION(1, 0):
1780         case WINED3D_SHADER_VERSION(1, 1):
1781             shader->baseShader.limits.temporary = 12;
1782             shader->baseShader.limits.constant_bool = 0;
1783             shader->baseShader.limits.constant_int = 0;
1784             shader->baseShader.limits.address = 1;
1785             shader->baseShader.limits.packed_output = 12;
1786             shader->baseShader.limits.sampler = 0;
1787             shader->baseShader.limits.label = 0;
1788             /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1789              * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1790              * constants? */
1791             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1792             break;
1793
1794         case WINED3D_SHADER_VERSION(2, 0):
1795         case WINED3D_SHADER_VERSION(2, 1):
1796             shader->baseShader.limits.temporary = 12;
1797             shader->baseShader.limits.constant_bool = 16;
1798             shader->baseShader.limits.constant_int = 16;
1799             shader->baseShader.limits.address = 1;
1800             shader->baseShader.limits.packed_output = 12;
1801             shader->baseShader.limits.sampler = 0;
1802             shader->baseShader.limits.label = 16;
1803             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1804             break;
1805
1806         case WINED3D_SHADER_VERSION(4, 0):
1807             FIXME("Using 3.0 limits for 4.0 shader.\n");
1808             /* Fall through. */
1809
1810         case WINED3D_SHADER_VERSION(3, 0):
1811             shader->baseShader.limits.temporary = 32;
1812             shader->baseShader.limits.constant_bool = 32;
1813             shader->baseShader.limits.constant_int = 32;
1814             shader->baseShader.limits.address = 1;
1815             shader->baseShader.limits.packed_output = 12;
1816             shader->baseShader.limits.sampler = 4;
1817             shader->baseShader.limits.label = 16; /* FIXME: 2048 */
1818             /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1819              * even though they are capable of supporting much more (GL
1820              * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1821              * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1822              * shaders to 256. */
1823             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1824             break;
1825
1826         default:
1827             shader->baseShader.limits.temporary = 12;
1828             shader->baseShader.limits.constant_bool = 16;
1829             shader->baseShader.limits.constant_int = 16;
1830             shader->baseShader.limits.address = 1;
1831             shader->baseShader.limits.packed_output = 12;
1832             shader->baseShader.limits.sampler = 0;
1833             shader->baseShader.limits.label = 16;
1834             shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
1835             FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1836                     shader->baseShader.reg_maps.shader_version.major,
1837                     shader->baseShader.reg_maps.shader_version.minor);
1838     }
1839 }
1840
1841 HRESULT vertexshader_init(IWineD3DBaseShaderImpl *shader, IWineD3DDeviceImpl *device,
1842         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1843         void *parent, const struct wined3d_parent_ops *parent_ops)
1844 {
1845     struct wined3d_shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
1846     unsigned int i;
1847     HRESULT hr;
1848     WORD map;
1849
1850     if (!byte_code) return WINED3DERR_INVALIDCALL;
1851
1852     shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
1853     shader_init(&shader->baseShader, device, parent, parent_ops);
1854
1855     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF);
1856     if (FAILED(hr))
1857     {
1858         WARN("Failed to set function, hr %#x.\n", hr);
1859         shader_cleanup(shader);
1860         return hr;
1861     }
1862
1863     map = reg_maps->input_registers;
1864     for (i = 0; map; map >>= 1, ++i)
1865     {
1866         if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1867
1868         shader->u.vs.attributes[i].usage =
1869                 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1870         shader->u.vs.attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
1871     }
1872
1873     if (output_signature)
1874     {
1875         for (i = 0; i < output_signature->element_count; ++i)
1876         {
1877             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1878             reg_maps->output_registers |= 1 << e->register_idx;
1879             shader->baseShader.output_signature[e->register_idx] = *e;
1880         }
1881     }
1882
1883     vertexshader_set_limits(shader);
1884
1885     shader->baseShader.load_local_constsF = reg_maps->usesrelconstF
1886             && !list_empty(&shader->baseShader.constantsF);
1887
1888     return WINED3D_OK;
1889 }
1890
1891 static HRESULT STDMETHODCALLTYPE geometryshader_QueryInterface(IWineD3DBaseShader *iface,
1892         REFIID riid, void **object)
1893 {
1894     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
1895
1896     if (IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1897             || IsEqualGUID(riid, &IID_IWineD3DBase)
1898             || IsEqualGUID(riid, &IID_IUnknown))
1899     {
1900         IUnknown_AddRef(iface);
1901         *object = iface;
1902         return S_OK;
1903     }
1904
1905     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
1906
1907     *object = NULL;
1908     return E_NOINTERFACE;
1909 }
1910
1911 static ULONG STDMETHODCALLTYPE geometryshader_AddRef(IWineD3DBaseShader *iface)
1912 {
1913     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1914     ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
1915
1916     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1917
1918     return refcount;
1919 }
1920
1921 /* Do not call while under the GL lock. */
1922 static ULONG STDMETHODCALLTYPE geometryshader_Release(IWineD3DBaseShader *iface)
1923 {
1924     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
1925     ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
1926
1927     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1928
1929     if (!refcount)
1930     {
1931         shader_cleanup(shader);
1932         shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
1933         HeapFree(GetProcessHeap(), 0, shader);
1934     }
1935
1936     return refcount;
1937 }
1938
1939 static void * STDMETHODCALLTYPE geometryshader_GetParent(IWineD3DBaseShader *iface)
1940 {
1941     TRACE("iface %p.\n", iface);
1942
1943     return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
1944 }
1945
1946 static HRESULT STDMETHODCALLTYPE geometryshader_GetFunction(IWineD3DBaseShader *iface, void *data, UINT *data_size)
1947 {
1948     TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
1949
1950     return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
1951 }
1952
1953 static HRESULT STDMETHODCALLTYPE geometryshader_SetLocalConstantsF(IWineD3DBaseShader *iface,
1954         UINT start_idx, const float *src_data, UINT count)
1955 {
1956     TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
1957
1958     return shader_set_local_constants_float((IWineD3DBaseShaderImpl *)iface,
1959             start_idx, src_data, count);
1960 }
1961
1962 static const IWineD3DBaseShaderVtbl wined3d_geometryshader_vtbl =
1963 {
1964     /* IUnknown methods */
1965     geometryshader_QueryInterface,
1966     geometryshader_AddRef,
1967     geometryshader_Release,
1968     /* IWineD3DBase methods */
1969     geometryshader_GetParent,
1970     /* IWineD3DBaseShader methods */
1971     geometryshader_GetFunction,
1972     geometryshader_SetLocalConstantsF,
1973 };
1974
1975 HRESULT geometryshader_init(IWineD3DBaseShaderImpl *shader, IWineD3DDeviceImpl *device,
1976         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1977         void *parent, const struct wined3d_parent_ops *parent_ops)
1978 {
1979     HRESULT hr;
1980
1981     shader->lpVtbl = &wined3d_geometryshader_vtbl;
1982     shader_init(&shader->baseShader, device, parent, parent_ops);
1983
1984     hr = shader_set_function(shader, byte_code, output_signature, 0);
1985     if (FAILED(hr))
1986     {
1987         WARN("Failed to set function, hr %#x.\n", hr);
1988         shader_cleanup(shader);
1989         return hr;
1990     }
1991
1992     shader->baseShader.load_local_constsF = FALSE;
1993
1994     return WINED3D_OK;
1995 }
1996
1997 static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, void **object)
1998 {
1999     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2000
2001     if (IsEqualGUID(riid, &IID_IWineD3DBaseShader)
2002             || IsEqualGUID(riid, &IID_IWineD3DBase)
2003             || IsEqualGUID(riid, &IID_IUnknown))
2004     {
2005         IUnknown_AddRef(iface);
2006         *object = iface;
2007         return S_OK;
2008     }
2009
2010     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
2011
2012     *object = NULL;
2013     return E_NOINTERFACE;
2014 }
2015
2016 static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DBaseShader *iface)
2017 {
2018     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
2019     ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
2020
2021     TRACE("%p increasing refcount to %u.\n", shader, refcount);
2022
2023     return refcount;
2024 }
2025
2026 /* Do not call while under the GL lock. */
2027 static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DBaseShader *iface)
2028 {
2029     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface;
2030     ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
2031
2032     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
2033
2034     if (!refcount)
2035     {
2036         shader_cleanup(shader);
2037         shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
2038         HeapFree(GetProcessHeap(), 0, shader);
2039     }
2040
2041     return refcount;
2042 }
2043
2044 static void * STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DBaseShader *iface)
2045 {
2046     TRACE("iface %p.\n", iface);
2047
2048     return ((IWineD3DBaseShaderImpl *)iface)->baseShader.parent;
2049 }
2050
2051 static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DBaseShader *iface, void *data, UINT *data_size)
2052 {
2053     TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
2054
2055     return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
2056 }
2057
2058 static HRESULT STDMETHODCALLTYPE pixelshader_SetLocalConstantsF(IWineD3DBaseShader *iface,
2059         UINT start_idx, const float *src_data, UINT count)
2060 {
2061     TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
2062
2063     return shader_set_local_constants_float((IWineD3DBaseShaderImpl *)iface,
2064             start_idx, src_data, count);
2065 }
2066
2067 static const IWineD3DBaseShaderVtbl IWineD3DPixelShader_Vtbl =
2068 {
2069     /* IUnknown methods */
2070     pixelshader_QueryInterface,
2071     pixelshader_AddRef,
2072     pixelshader_Release,
2073     /* IWineD3DBase methods */
2074     pixelshader_GetParent,
2075     /* IWineD3DBaseShader methods */
2076     pixelshader_GetFunction,
2077     pixelshader_SetLocalConstantsF,
2078 };
2079
2080 void find_ps_compile_args(const struct wined3d_state *state,
2081         IWineD3DBaseShaderImpl *shader, struct ps_compile_args *args)
2082 {
2083     IWineD3DDeviceImpl *device = shader->baseShader.device;
2084     const struct wined3d_texture *texture;
2085     UINT i;
2086
2087     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
2088     if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
2089     {
2090         IWineD3DSurfaceImpl *rt = device->render_targets[0];
2091         if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
2092     }
2093
2094     if (shader->baseShader.reg_maps.shader_version.major == 1
2095             && shader->baseShader.reg_maps.shader_version.minor <= 3)
2096     {
2097         for (i = 0; i < 4; ++i)
2098         {
2099             DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2100             DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
2101             if (flags & WINED3DTTFF_PROJECTED)
2102                 tex_transform |= WINED3D_PSARGS_PROJECTED;
2103             args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
2104         }
2105     }
2106
2107     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2108     {
2109         if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
2110         texture = state->textures[i];
2111         if (!texture)
2112         {
2113             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2114             continue;
2115         }
2116         args->color_fixup[i] = texture->resource.format->color_fixup;
2117
2118         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2119             args->shadow |= 1 << i;
2120
2121         /* Flag samplers that need NP2 texcoord fixup. */
2122         if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2123             args->np2_fixup |= (1 << i);
2124     }
2125     if (shader->baseShader.reg_maps.shader_version.major >= 3)
2126     {
2127         if (device->strided_streams.position_transformed)
2128         {
2129             args->vp_mode = pretransformed;
2130         }
2131         else if (use_vs(state))
2132         {
2133             args->vp_mode = vertexshader;
2134         }
2135         else
2136         {
2137             args->vp_mode = fixedfunction;
2138         }
2139         args->fog = FOG_OFF;
2140     }
2141     else
2142     {
2143         args->vp_mode = vertexshader;
2144         if (state->render_states[WINED3DRS_FOGENABLE])
2145         {
2146             switch (state->render_states[WINED3DRS_FOGTABLEMODE])
2147             {
2148                 case WINED3DFOG_NONE:
2149                     if (device->strided_streams.position_transformed || use_vs(state))
2150                     {
2151                         args->fog = FOG_LINEAR;
2152                         break;
2153                     }
2154
2155                     switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
2156                     {
2157                         case WINED3DFOG_NONE: /* Fall through. */
2158                         case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2159                         case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
2160                         case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
2161                     }
2162                     break;
2163
2164                 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
2165                 case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
2166                 case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
2167             }
2168         }
2169         else
2170         {
2171             args->fog = FOG_OFF;
2172         }
2173     }
2174 }
2175
2176 static void pixelshader_set_limits(IWineD3DBaseShaderImpl *shader)
2177 {
2178     DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
2179             shader->baseShader.reg_maps.shader_version.minor);
2180
2181     shader->baseShader.limits.attributes = 0;
2182     shader->baseShader.limits.address = 0;
2183     shader->baseShader.limits.packed_output = 0;
2184
2185     switch (shader_version)
2186     {
2187         case WINED3D_SHADER_VERSION(1, 0):
2188         case WINED3D_SHADER_VERSION(1, 1):
2189         case WINED3D_SHADER_VERSION(1, 2):
2190         case WINED3D_SHADER_VERSION(1, 3):
2191             shader->baseShader.limits.temporary = 2;
2192             shader->baseShader.limits.constant_float = 8;
2193             shader->baseShader.limits.constant_int = 0;
2194             shader->baseShader.limits.constant_bool = 0;
2195             shader->baseShader.limits.texcoord = 4;
2196             shader->baseShader.limits.sampler = 4;
2197             shader->baseShader.limits.packed_input = 0;
2198             shader->baseShader.limits.label = 0;
2199             break;
2200
2201         case WINED3D_SHADER_VERSION(1, 4):
2202             shader->baseShader.limits.temporary = 6;
2203             shader->baseShader.limits.constant_float = 8;
2204             shader->baseShader.limits.constant_int = 0;
2205             shader->baseShader.limits.constant_bool = 0;
2206             shader->baseShader.limits.texcoord = 6;
2207             shader->baseShader.limits.sampler = 6;
2208             shader->baseShader.limits.packed_input = 0;
2209             shader->baseShader.limits.label = 0;
2210             break;
2211
2212         /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2213         case WINED3D_SHADER_VERSION(2, 0):
2214             shader->baseShader.limits.temporary = 32;
2215             shader->baseShader.limits.constant_float = 32;
2216             shader->baseShader.limits.constant_int = 16;
2217             shader->baseShader.limits.constant_bool = 16;
2218             shader->baseShader.limits.texcoord = 8;
2219             shader->baseShader.limits.sampler = 16;
2220             shader->baseShader.limits.packed_input = 0;
2221             break;
2222
2223         case WINED3D_SHADER_VERSION(2, 1):
2224             shader->baseShader.limits.temporary = 32;
2225             shader->baseShader.limits.constant_float = 32;
2226             shader->baseShader.limits.constant_int = 16;
2227             shader->baseShader.limits.constant_bool = 16;
2228             shader->baseShader.limits.texcoord = 8;
2229             shader->baseShader.limits.sampler = 16;
2230             shader->baseShader.limits.packed_input = 0;
2231             shader->baseShader.limits.label = 16;
2232             break;
2233
2234         case WINED3D_SHADER_VERSION(4, 0):
2235             FIXME("Using 3.0 limits for 4.0 shader.\n");
2236             /* Fall through. */
2237
2238         case WINED3D_SHADER_VERSION(3, 0):
2239             shader->baseShader.limits.temporary = 32;
2240             shader->baseShader.limits.constant_float = 224;
2241             shader->baseShader.limits.constant_int = 16;
2242             shader->baseShader.limits.constant_bool = 16;
2243             shader->baseShader.limits.texcoord = 0;
2244             shader->baseShader.limits.sampler = 16;
2245             shader->baseShader.limits.packed_input = 12;
2246             shader->baseShader.limits.label = 16; /* FIXME: 2048 */
2247             break;
2248
2249         default:
2250             shader->baseShader.limits.temporary = 32;
2251             shader->baseShader.limits.constant_float = 32;
2252             shader->baseShader.limits.constant_int = 16;
2253             shader->baseShader.limits.constant_bool = 16;
2254             shader->baseShader.limits.texcoord = 8;
2255             shader->baseShader.limits.sampler = 16;
2256             shader->baseShader.limits.packed_input = 0;
2257             shader->baseShader.limits.label = 0;
2258             FIXME("Unrecognized pixel shader version %u.%u\n",
2259                     shader->baseShader.reg_maps.shader_version.major,
2260                     shader->baseShader.reg_maps.shader_version.minor);
2261     }
2262 }
2263
2264 HRESULT pixelshader_init(IWineD3DBaseShaderImpl *shader, IWineD3DDeviceImpl *device,
2265         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2266         void *parent, const struct wined3d_parent_ops *parent_ops)
2267 {
2268     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2269     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2270     HRESULT hr;
2271
2272     if (!byte_code) return WINED3DERR_INVALIDCALL;
2273
2274     shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
2275     shader_init(&shader->baseShader, device, parent, parent_ops);
2276
2277     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF);
2278     if (FAILED(hr))
2279     {
2280         WARN("Failed to set function, hr %#x.\n", hr);
2281         shader_cleanup(shader);
2282         return hr;
2283     }
2284
2285     pixelshader_set_limits(shader);
2286
2287     for (i = 0; i < MAX_REG_INPUT; ++i)
2288     {
2289         if (shader->u.ps.input_reg_used[i])
2290         {
2291             ++num_regs_used;
2292             highest_reg_used = i;
2293         }
2294     }
2295
2296     /* Don't do any register mapping magic if it is not needed, or if we can't
2297      * achieve anything anyway */
2298     if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2299             || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2300     {
2301         if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2302         {
2303             /* This happens with relative addressing. The input mapper function
2304              * warns about this if the higher registers are declared too, so
2305              * don't write a FIXME here */
2306             WARN("More varying registers used than supported\n");
2307         }
2308
2309         for (i = 0; i < MAX_REG_INPUT; ++i)
2310         {
2311             shader->u.ps.input_reg_map[i] = i;
2312         }
2313
2314         shader->u.ps.declared_in_count = highest_reg_used + 1;
2315     }
2316     else
2317     {
2318         shader->u.ps.declared_in_count = 0;
2319         for (i = 0; i < MAX_REG_INPUT; ++i)
2320         {
2321             if (shader->u.ps.input_reg_used[i])
2322                 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2323             else shader->u.ps.input_reg_map[i] = ~0U;
2324         }
2325     }
2326
2327     shader->baseShader.load_local_constsF = FALSE;
2328
2329     return WINED3D_OK;
2330 }
2331
2332 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
2333 {
2334     WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
2335     unsigned int i;
2336
2337     if (reg_maps->shader_version.major != 1) return;
2338
2339     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2340     {
2341         /* We don't sample from this sampler. */
2342         if (!sampler_type[i]) continue;
2343
2344         if (!textures[i])
2345         {
2346             WARN("No texture bound to sampler %u, using 2D.\n", i);
2347             sampler_type[i] = WINED3DSTT_2D;
2348             continue;
2349         }
2350
2351         switch (textures[i]->target)
2352         {
2353             case GL_TEXTURE_RECTANGLE_ARB:
2354             case GL_TEXTURE_2D:
2355                 /* We have to select between texture rectangles and 2D
2356                  * textures later because 2.0 and 3.0 shaders only have
2357                  * WINED3DSTT_2D as well. */
2358                 sampler_type[i] = WINED3DSTT_2D;
2359                 break;
2360
2361             case GL_TEXTURE_3D:
2362                 sampler_type[i] = WINED3DSTT_VOLUME;
2363                 break;
2364
2365             case GL_TEXTURE_CUBE_MAP_ARB:
2366                 sampler_type[i] = WINED3DSTT_CUBE;
2367                 break;
2368
2369             default:
2370                 FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
2371                 sampler_type[i] = WINED3DSTT_2D;
2372         }
2373     }
2374 }