wined3d: Add load_np2fixup_constants function to shader backend.
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  *
11  * This library is free software; you can redistribute it and/or
12  * modify it under the terms of the GNU Lesser General Public
13  * License as published by the Free Software Foundation; either
14  * version 2.1 of the License, or (at your option) any later version.
15  *
16  * This library is distributed in the hope that it will be useful,
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
19  * Lesser General Public License for more details.
20  *
21  * You should have received a copy of the GNU Lesser General Public
22  * License along with this library; if not, write to the Free Software
23  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24  */
25
26 #include "config.h"
27 #include <string.h>
28 #include <stdio.h>
29 #include "wined3d_private.h"
30
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
33
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
35
36 static inline BOOL shader_is_version_token(DWORD token) {
37     return shader_is_pshader_version(token) ||
38            shader_is_vshader_version(token);
39 }
40
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
42 {
43     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44     buffer->buffer[0] = '\0';
45     buffer->bsize = 0;
46     buffer->lineNo = 0;
47     buffer->newline = TRUE;
48 }
49
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
51 {
52     HeapFree(GetProcessHeap(), 0, buffer->buffer);
53 }
54
55 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
56 {
57     char* base = buffer->buffer + buffer->bsize;
58     int rc;
59
60     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
61
62     if (rc < 0 ||                                   /* C89 */ 
63         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
64
65         ERR("The buffer allocated for the shader program string "
66             "is too small at %d bytes.\n", SHADER_PGMSIZE);
67         buffer->bsize = SHADER_PGMSIZE - 1;
68         return -1;
69     }
70
71     if (buffer->newline) {
72         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
73         buffer->newline = FALSE;
74     } else {
75         TRACE("%s", base);
76     }
77
78     buffer->bsize += rc;
79     if (buffer->buffer[buffer->bsize-1] == '\n') {
80         buffer->lineNo++;
81         buffer->newline = TRUE;
82     }
83     return 0;
84 }
85
86 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
87 {
88     int ret;
89     va_list args;
90
91     va_start(args, format);
92     ret = shader_vaddline(buffer, format, args);
93     va_end(args);
94
95     return ret;
96 }
97
98 void shader_init(struct IWineD3DBaseShaderClass *shader,
99         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
100 {
101     shader->ref = 1;
102     shader->device = device;
103     shader->shader_ins = instruction_table;
104     list_init(&shader->linked_programs);
105 }
106
107 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
108 {
109     DWORD i = 0;
110
111     /** TODO: use dichotomic search */
112     while (opcode_table[i].name)
113     {
114         if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
115                 && shader_version >= opcode_table[i].min_version
116                 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
117         {
118             return &opcode_table[i];
119         }
120         ++i;
121     }
122
123     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
124             code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
125
126     return NULL;
127 }
128
129 /* Read a parameter opcode from the input stream,
130  * and possibly a relative addressing token.
131  * Return the number of tokens read */
132 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
133 {
134     /* PS >= 3.0 have relative addressing (with token)
135      * VS >= 2.0 have relative addressing (with token)
136      * VS >= 1.0 < 2.0 have relative addressing (without token)
137      * The version check below should work in general */
138
139     char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
140         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
141
142     *param = *pToken;
143     *addr_token = rel_token? *(pToken + 1): 0;
144     return rel_token? 2:1;
145 }
146
147 /* Return the number of parameters to skip for an opcode */
148 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
149 {
150    /* Shaders >= 2.0 may contain address tokens, but fortunately they
151     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
152     return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
153             ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
154 }
155
156 /* Read the parameters of an unrecognized opcode from the input stream
157  * Return the number of tokens read. 
158  * 
159  * Note: This function assumes source or destination token format.
160  * It will not work with specially-formatted tokens like DEF or DCL, 
161  * but hopefully those would be recognized */
162 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
163 {
164     int tokens_read = 0;
165     int i = 0;
166
167     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
168     while (*pToken & 0x80000000) {
169
170         DWORD param, addr_token;
171         tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
172         pToken += tokens_read;
173
174         FIXME("Unrecognized opcode param: token=0x%08x "
175             "addr_token=0x%08x name=", param, addr_token);
176         shader_dump_param(param, addr_token, i, shader_version);
177         FIXME("\n");
178         ++i;
179     }
180     return tokens_read;
181 }
182
183 /* Convert floating point offset relative
184  * to a register file to an absolute offset for float constants */
185 static unsigned int shader_get_float_offset(const DWORD reg)
186 {
187      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
188      int regtype = shader_get_regtype(reg);
189
190      switch (regtype) {
191         case WINED3DSPR_CONST: return regnum;
192         case WINED3DSPR_CONST2: return 2048 + regnum;
193         case WINED3DSPR_CONST3: return 4096 + regnum;
194         case WINED3DSPR_CONST4: return 6144 + regnum;
195         default:
196             FIXME("Unsupported register type: %d\n", regtype);
197             return regnum;
198      }
199 }
200
201 static void shader_delete_constant_list(struct list* clist) {
202
203     struct list *ptr;
204     struct local_constant* constant;
205
206     ptr = list_head(clist);
207     while (ptr) {
208         constant = LIST_ENTRY(ptr, struct local_constant, entry);
209         ptr = list_next(clist, ptr);
210         HeapFree(GetProcessHeap(), 0, constant);
211     }
212     list_init(clist);
213 }
214
215 static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d_shader_dst_param *dst)
216 {
217     dst->register_type = ((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT)
218             | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2);
219     dst->register_idx = param & WINED3DSP_REGNUM_MASK;
220     dst->write_mask = param & WINED3DSP_WRITEMASK_ALL;
221     dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
222     dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
223     dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
224     dst->token = param;
225     dst->addr_token = addr_param;
226 }
227
228 /* Note that this does not count the loop register
229  * as an address register. */
230
231 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
232         struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
233         const DWORD *byte_code)
234 {
235     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
236     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
237     DWORD shader_version;
238     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
239     const DWORD* pToken = byte_code;
240     char pshader;
241
242     /* There are some minor differences between pixel and vertex shaders */
243
244     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
245     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
246
247     /* get_registers_used is called on every compile on some 1.x shaders, which can result
248      * in stacking up a collection of local constants. Delete the old constants if existing
249      */
250     shader_delete_constant_list(&This->baseShader.constantsF);
251     shader_delete_constant_list(&This->baseShader.constantsB);
252     shader_delete_constant_list(&This->baseShader.constantsI);
253
254     /* The version token is supposed to be the first token */
255     if (!shader_is_version_token(*pToken))
256     {
257         FIXME("First token is not a version token, invalid shader.\n");
258         return WINED3DERR_INVALIDCALL;
259     }
260     reg_maps->shader_version = shader_version = *pToken++;
261     pshader = shader_is_pshader_version(shader_version);
262
263     while (WINED3DVS_END() != *pToken) {
264         CONST SHADER_OPCODE* curOpcode;
265         DWORD opcode_token;
266
267         /* Skip comments */
268         if (shader_is_comment(*pToken))
269         {
270              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
271              ++pToken;
272              pToken += comment_len;
273              continue;
274         }
275
276         /* Fetch opcode */
277         opcode_token = *pToken++;
278         curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
279
280         /* Unhandled opcode, and its parameters */
281         if (NULL == curOpcode) {
282            while (*pToken & 0x80000000)
283                ++pToken;
284
285         /* Handle declarations */
286         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
287
288             DWORD usage = *pToken++;
289             DWORD param = *pToken++;
290             DWORD regtype = shader_get_regtype(param);
291             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
292
293             /* Vshader: mark attributes used
294                Pshader: mark 3.0 input registers used, save token */
295             if (WINED3DSPR_INPUT == regtype) {
296
297                 if (!pshader)
298                     reg_maps->attributes[regnum] = 1;
299                 else
300                     reg_maps->packed_input[regnum] = 1;
301
302                 semantics_in[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
303                 semantics_in[regnum].usage_idx =
304                         (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
305                 shader_parse_dst_param(param, 0, &semantics_in[regnum].reg);
306
307             /* Vshader: mark 3.0 output registers used, save token */
308             } else if (WINED3DSPR_OUTPUT == regtype) {
309                 reg_maps->packed_output[regnum] = 1;
310                 semantics_out[regnum].usage = (usage & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
311                 semantics_out[regnum].usage_idx =
312                         (usage & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
313                 shader_parse_dst_param(param, 0, &semantics_out[regnum].reg);
314
315                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
316                     reg_maps->fog = 1;
317
318             /* Save sampler usage token */
319             } else if (WINED3DSPR_SAMPLER == regtype)
320                 reg_maps->samplers[regnum] = usage;
321
322         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
323
324             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
325             if (!lconst) return E_OUTOFMEMORY;
326             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
327             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
328
329             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
330             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
331             {
332                 float *value = (float *) lconst->value;
333                 if(value[0] < -1.0) value[0] = -1.0;
334                 else if(value[0] >  1.0) value[0] =  1.0;
335                 if(value[1] < -1.0) value[1] = -1.0;
336                 else if(value[1] >  1.0) value[1] =  1.0;
337                 if(value[2] < -1.0) value[2] = -1.0;
338                 else if(value[2] >  1.0) value[2] =  1.0;
339                 if(value[3] < -1.0) value[3] = -1.0;
340                 else if(value[3] >  1.0) value[3] =  1.0;
341             }
342
343             list_add_head(&This->baseShader.constantsF, &lconst->entry);
344             pToken += curOpcode->num_params;
345
346         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
347
348             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
349             if (!lconst) return E_OUTOFMEMORY;
350             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
351             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
352             list_add_head(&This->baseShader.constantsI, &lconst->entry);
353             pToken += curOpcode->num_params;
354
355         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
356
357             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
358             if (!lconst) return E_OUTOFMEMORY;
359             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
360             memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
361             list_add_head(&This->baseShader.constantsB, &lconst->entry);
362             pToken += curOpcode->num_params;
363
364         /* If there's a loop in the shader */
365         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
366                    WINED3DSIO_REP == curOpcode->opcode) {
367             cur_loop_depth++;
368             if(cur_loop_depth > max_loop_depth)
369                 max_loop_depth = cur_loop_depth;
370             pToken += curOpcode->num_params;
371
372             /* Rep and Loop always use an integer constant for the control parameters */
373             This->baseShader.uses_int_consts = TRUE;
374         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
375                    WINED3DSIO_ENDREP == curOpcode->opcode) {
376             cur_loop_depth--;
377
378         /* For subroutine prototypes */
379         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
380
381             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
382             reg_maps->labels[snum] = 1;
383             pToken += curOpcode->num_params;
384
385         /* Set texture, address, temporary registers */
386         } else {
387             int i, limit;
388
389             /* Declare 1.X samplers implicitly, based on the destination reg. number */
390             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
391                     && pshader /* Filter different instructions with the same enum values in VS */
392                     && (WINED3DSIO_TEX == curOpcode->opcode
393                         || WINED3DSIO_TEXBEM == curOpcode->opcode
394                         || WINED3DSIO_TEXBEML == curOpcode->opcode
395                         || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
396                         || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
397                         || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
398                         || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
399                         || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
400                         || WINED3DSIO_TEXREG2AR == curOpcode->opcode
401                         || WINED3DSIO_TEXREG2GB == curOpcode->opcode
402                         || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
403             {
404                 /* Fake sampler usage, only set reserved bit and ttype */
405                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
406
407                 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
408                 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
409
410                 /* texbem is only valid with < 1.4 pixel shaders */
411                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
412                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
413                     reg_maps->bumpmat[sampler_code] = TRUE;
414                     if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
415                         reg_maps->luminanceparams[sampler_code] = TRUE;
416                     }
417                 }
418             }
419             if(WINED3DSIO_NRM  == curOpcode->opcode) {
420                 reg_maps->usesnrm = 1;
421             } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
422                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
423                 reg_maps->bumpmat[regnum] = TRUE;
424             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
425                 reg_maps->usesdsy = 1;
426             }
427
428             /* This will loop over all the registers and try to
429              * make a bitmask of the ones we're interested in. 
430              *
431              * Relative addressing tokens are ignored, but that's 
432              * okay, since we'll catch any address registers when 
433              * they are initialized (required by spec) */
434
435             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
436                 curOpcode->num_params + 1: curOpcode->num_params;
437
438             for (i = 0; i < limit; ++i) {
439
440                 DWORD param, addr_token, reg, regtype;
441                 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
442
443                 regtype = shader_get_regtype(param);
444                 reg = param & WINED3DSP_REGNUM_MASK;
445
446                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
447
448                     if (pshader)
449                         reg_maps->texcoord[reg] = 1;
450                     else
451                         reg_maps->address[reg] = 1;
452                 }
453
454                 else if (WINED3DSPR_TEMP == regtype)
455                     reg_maps->temporary[reg] = 1;
456
457                 else if (WINED3DSPR_INPUT == regtype) {
458                     if( !pshader)
459                         reg_maps->attributes[reg] = 1;
460                     else {
461                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
462                             /* If relative addressing is used, we must assume that all registers
463                              * are used. Even if it is a construct like v3[aL], we can't assume
464                              * that v0, v1 and v2 aren't read because aL can be negative
465                              */
466                             unsigned int i;
467                             for(i = 0; i < MAX_REG_INPUT; i++) {
468                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
469                             }
470                         } else {
471                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
472                         }
473                     }
474                 }
475
476                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
477                     reg_maps->fog = 1;
478
479                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
480                     reg_maps->vpos = 1;
481
482                 else if(WINED3DSPR_CONST == regtype) {
483                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
484                         if(!pshader) {
485                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
486                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
487                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
488                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
489                             }
490                         }
491                         reg_maps->usesrelconstF = TRUE;
492                     }
493                 }
494                 else if(WINED3DSPR_CONSTINT == regtype) {
495                     This->baseShader.uses_int_consts = TRUE;
496                 }
497                 else if(WINED3DSPR_CONSTBOOL == regtype) {
498                     This->baseShader.uses_bool_consts = TRUE;
499                 }
500
501                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
502                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
503                  * isn't used in them, but future register types might cause issues
504                  */
505                 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
506                         && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
507                 {
508                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
509                 }
510             }
511         }
512     }
513     ++pToken;
514     reg_maps->loop_depth = max_loop_depth;
515
516     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
517
518     return WINED3D_OK;
519 }
520
521 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
522 {
523     DWORD regtype = shader_get_regtype(param);
524
525     TRACE("dcl");
526
527     if (regtype == WINED3DSPR_SAMPLER) {
528         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
529
530         switch (ttype) {
531             case WINED3DSTT_2D: TRACE("_2d"); break;
532             case WINED3DSTT_CUBE: TRACE("_cube"); break;
533             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
534             default: TRACE("_unknown_ttype(0x%08x)", ttype);
535        }
536
537     } else { 
538
539         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
540         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
541
542         /* Pixel shaders 3.0 don't have usage semantics */
543         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
544             return;
545         else
546             TRACE("_");
547
548         switch(usage) {
549         case WINED3DDECLUSAGE_POSITION:
550             TRACE("position%d", idx);
551             break;
552         case WINED3DDECLUSAGE_BLENDINDICES:
553             TRACE("blend");
554             break;
555         case WINED3DDECLUSAGE_BLENDWEIGHT:
556             TRACE("weight");
557             break;
558         case WINED3DDECLUSAGE_NORMAL:
559             TRACE("normal%d", idx);
560             break;
561         case WINED3DDECLUSAGE_PSIZE:
562             TRACE("psize");
563             break;
564         case WINED3DDECLUSAGE_COLOR:
565             if(idx == 0)  {
566                 TRACE("color");
567             } else {
568                 TRACE("specular%d", (idx - 1));
569             }
570             break;
571         case WINED3DDECLUSAGE_TEXCOORD:
572             TRACE("texture%d", idx);
573             break;
574         case WINED3DDECLUSAGE_TANGENT:
575             TRACE("tangent");
576             break;
577         case WINED3DDECLUSAGE_BINORMAL:
578             TRACE("binormal");
579             break;
580         case WINED3DDECLUSAGE_TESSFACTOR:
581             TRACE("tessfactor");
582             break;
583         case WINED3DDECLUSAGE_POSITIONT:
584             TRACE("positionT%d", idx);
585             break;
586         case WINED3DDECLUSAGE_FOG:
587             TRACE("fog");
588             break;
589         case WINED3DDECLUSAGE_DEPTH:
590             TRACE("depth");
591             break;
592         case WINED3DDECLUSAGE_SAMPLE:
593             TRACE("sample");
594             break;
595         default:
596             FIXME("unknown_semantics(0x%08x)", usage);
597         }
598     }
599 }
600
601 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
602         unsigned int reg, int input, DWORD shader_version)
603 {
604     char relative =
605         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
606
607     if (relative) {
608         TRACE("[");
609         if (addr_token)
610             shader_dump_param(addr_token, 0, input, shader_version);
611         else
612             TRACE("a0.x");
613         TRACE(" + ");
614      }
615      TRACE("%u", reg);
616      if (relative)
617          TRACE("]");
618 }
619
620 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
621 {
622     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
623     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
624     const char *swizzle_reg_chars = "xyzw";
625
626     DWORD reg = param & WINED3DSP_REGNUM_MASK;
627     DWORD regtype = shader_get_regtype(param);
628     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
629
630     /* There are some minor differences between pixel and vertex shaders */
631     char pshader = shader_is_pshader_version(shader_version);
632
633     if (input) {
634         if ( (modifier == WINED3DSPSM_NEG) ||
635              (modifier == WINED3DSPSM_BIASNEG) ||
636              (modifier == WINED3DSPSM_SIGNNEG) ||
637              (modifier == WINED3DSPSM_X2NEG) ||
638              (modifier == WINED3DSPSM_ABSNEG) )
639             TRACE("-");
640         else if (modifier == WINED3DSPSM_COMP)
641             TRACE("1-");
642         else if (modifier == WINED3DSPSM_NOT)
643             TRACE("!");
644
645         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
646             TRACE("abs(");
647     }
648
649     switch (regtype) {
650         case WINED3DSPR_TEMP:
651             TRACE("r%u", reg);
652             break;
653         case WINED3DSPR_INPUT:
654             TRACE("v");
655             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
656             break;
657         case WINED3DSPR_CONST:
658         case WINED3DSPR_CONST2:
659         case WINED3DSPR_CONST3:
660         case WINED3DSPR_CONST4:
661             TRACE("c");
662             shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
663             break;
664         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
665             TRACE("%c%u", (pshader? 't':'a'), reg);
666             break;        
667         case WINED3DSPR_RASTOUT:
668             TRACE("%s", rastout_reg_names[reg]);
669             break;
670         case WINED3DSPR_COLOROUT:
671             TRACE("oC%u", reg);
672             break;
673         case WINED3DSPR_DEPTHOUT:
674             TRACE("oDepth");
675             break;
676         case WINED3DSPR_ATTROUT:
677             TRACE("oD%u", reg);
678             break;
679         case WINED3DSPR_TEXCRDOUT: 
680
681             /* Vertex shaders >= 3.0 use general purpose output registers
682              * (WINED3DSPR_OUTPUT), which can include an address token */
683
684             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
685                 TRACE("o");
686                 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
687             }
688             else 
689                TRACE("oT%u", reg);
690             break;
691         case WINED3DSPR_CONSTINT:
692             TRACE("i");
693             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
694             break;
695         case WINED3DSPR_CONSTBOOL:
696             TRACE("b");
697             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
698             break;
699         case WINED3DSPR_LABEL:
700             TRACE("l%u", reg);
701             break;
702         case WINED3DSPR_LOOP:
703             TRACE("aL");
704             break;
705         case WINED3DSPR_SAMPLER:
706             TRACE("s%u", reg);
707             break;
708         case WINED3DSPR_MISCTYPE:
709             if (reg > 1) {
710                 FIXME("Unhandled misctype register %d\n", reg);
711             } else {
712                 TRACE("%s", misctype_reg_names[reg]);
713             }
714             break;
715         case WINED3DSPR_PREDICATE:
716             TRACE("p%u", reg);
717             break;
718         default:
719             TRACE("unhandled_rtype(%#x)", regtype);
720             break;
721    }
722
723    if (!input) {
724        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
725
726        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
727            TRACE(".");
728            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
729            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
730            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
731            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
732        }
733
734    } else {
735         /** operand input */
736         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
737         DWORD swizzle_x = swizzle & 0x03;
738         DWORD swizzle_y = (swizzle >> 2) & 0x03;
739         DWORD swizzle_z = (swizzle >> 4) & 0x03;
740         DWORD swizzle_w = (swizzle >> 6) & 0x03;
741
742         if (0 != modifier) {
743             switch (modifier) {
744                 case WINED3DSPSM_NONE:    break;
745                 case WINED3DSPSM_NEG:     break;
746                 case WINED3DSPSM_NOT:     break;
747                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
748                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
749                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
750                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
751                 case WINED3DSPSM_COMP:    break;
752                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
753                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
754                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
755                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
756                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
757                 case WINED3DSPSM_ABS:     TRACE(")"); break;
758                 default:
759                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
760             }
761         }
762
763         /**
764         * swizzle bits fields:
765         *  RRGGBBAA
766         */
767         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
768             if (swizzle_x == swizzle_y &&
769                 swizzle_x == swizzle_z &&
770                 swizzle_x == swizzle_w) {
771                     TRACE(".%c", swizzle_reg_chars[swizzle_x]);
772             } else {
773                 TRACE(".%c%c%c%c",
774                 swizzle_reg_chars[swizzle_x],
775                 swizzle_reg_chars[swizzle_y],
776                 swizzle_reg_chars[swizzle_z],
777                 swizzle_reg_chars[swizzle_w]);
778             }
779         }
780     }
781 }
782
783 /* Shared code in order to generate the bulk of the shader string.
784  * NOTE: A description of how to parse tokens can be found on msdn */
785 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
786         const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
787 {
788     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
789     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
790     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
791     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
792     DWORD shader_version = reg_maps->shader_version;
793     struct wined3d_shader_dst_param dst_param;
794     struct wined3d_shader_instruction ins;
795     const DWORD *pToken = pFunction;
796     const SHADER_OPCODE *curOpcode;
797     SHADER_HANDLER hw_fct;
798     DWORD i;
799
800     /* Initialize current parsing state */
801     ins.shader = iface;
802     ins.buffer = buffer;
803     ins.reg_maps = reg_maps;
804     ins.dst = &dst_param;
805     This->baseShader.parse_state.current_row = 0;
806
807     while (WINED3DPS_END() != *pToken)
808     {
809         DWORD opcode_token;
810
811         /* Skip version token */
812         if (shader_is_version_token(*pToken))
813         {
814             ++pToken;
815             continue;
816         }
817
818         /* Skip comment tokens */
819         if (shader_is_comment(*pToken))
820         {
821             pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
822             ++pToken;
823             continue;
824         }
825
826         /* Read opcode */
827         opcode_token = *pToken++;
828         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
829
830         /* Unknown opcode and its parameters */
831         if (!curOpcode)
832         {
833             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
834             pToken += shader_skip_unrecognized(pToken, shader_version);
835             continue;
836         }
837
838         /* Nothing to do */
839         if (WINED3DSIO_DCL == curOpcode->opcode
840                 || WINED3DSIO_NOP == curOpcode->opcode
841                 || WINED3DSIO_DEF == curOpcode->opcode
842                 || WINED3DSIO_DEFI == curOpcode->opcode
843                 || WINED3DSIO_DEFB == curOpcode->opcode
844                 || WINED3DSIO_PHASE == curOpcode->opcode
845                 || WINED3DSIO_RET == curOpcode->opcode)
846         {
847             pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
848             continue;
849         }
850
851         /* Select handler */
852         hw_fct = handler_table[curOpcode->handler_idx];
853
854         /* Unhandled opcode */
855         if (!hw_fct)
856         {
857             FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
858             pToken += shader_skip_opcode(curOpcode, opcode_token, shader_version);
859             continue;
860         }
861
862         ins.handler_idx = curOpcode->handler_idx;
863         ins.flags = opcode_token & WINED3D_OPCODESPECIFICCONTROL_MASK;
864         ins.coissue = opcode_token & WINED3DSI_COISSUE;
865
866         /* Destination token */
867         ins.dst_count = curOpcode->dst_token ? 1 : 0;
868         if (ins.dst_count)
869         {
870             DWORD param, addr_param = 0;
871             pToken += shader_get_param(pToken, shader_version, &param, &addr_param);
872             shader_parse_dst_param(param, addr_param, &dst_param);
873         }
874
875         /* Predication token */
876         if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) ins.predicate = *pToken++;
877
878         /* Other source tokens */
879         ins.src_count = curOpcode->num_params - curOpcode->dst_token;
880         for (i = 0; i < ins.src_count; ++i)
881         {
882             DWORD param, addr_token = 0;
883             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
884             ins.src[i] = param;
885             ins.src_addr[i] = addr_token;
886         }
887
888         /* Call appropriate function for output target */
889         hw_fct(&ins);
890
891         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
892         /* FIXME: This should be internal to the shader backend.
893          * Also, right now this is the only reason "shader_mode" exists. */
894         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
895     }
896 }
897
898 static void shader_dump_ins_modifiers(const DWORD output)
899 {
900     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
901     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
902
903     switch (shift) {
904         case 0: break;
905         case 13: TRACE("_d8"); break;
906         case 14: TRACE("_d4"); break;
907         case 15: TRACE("_d2"); break;
908         case 1: TRACE("_x2"); break;
909         case 2: TRACE("_x4"); break;
910         case 3: TRACE("_x8"); break;
911         default: TRACE("_unhandled_shift(%d)", shift); break;
912     }
913
914     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
915     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
916     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
917
918     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
919     if (mmask)
920         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
921 }
922
923 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
924 {
925     const DWORD* pToken = pFunction;
926     const SHADER_OPCODE* curOpcode = NULL;
927     DWORD shader_version;
928     DWORD opcode_token;
929     DWORD i;
930
931     TRACE("Parsing %p\n", pFunction);
932
933     /* The version token is supposed to be the first token */
934     if (!shader_is_version_token(*pToken))
935     {
936         FIXME("First token is not a version token, invalid shader.\n");
937         return;
938     }
939     shader_version = *pToken++;
940     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
941             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
942
943     while (WINED3DVS_END() != *pToken)
944     {
945         if (shader_is_comment(*pToken)) /* comment */
946         {
947             DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
948             ++pToken;
949             TRACE("//%s\n", (const char*)pToken);
950             pToken += comment_len;
951             continue;
952         }
953         opcode_token = *pToken++;
954         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
955
956         if (!curOpcode)
957         {
958             int tokens_read;
959             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
960             tokens_read = shader_skip_unrecognized(pToken, shader_version);
961             pToken += tokens_read;
962         }
963         else
964         {
965             if (curOpcode->opcode == WINED3DSIO_DCL)
966             {
967                 DWORD usage = *pToken;
968                 DWORD param = *(pToken + 1);
969
970                 shader_dump_decl_usage(usage, param, shader_version);
971                 shader_dump_ins_modifiers(param);
972                 TRACE(" ");
973                 shader_dump_param(param, 0, 0, shader_version);
974                 pToken += 2;
975             }
976             else if (curOpcode->opcode == WINED3DSIO_DEF)
977             {
978                 unsigned int offset = shader_get_float_offset(*pToken);
979
980                 TRACE("def c%u = %f, %f, %f, %f", offset,
981                         *(const float *)(pToken + 1),
982                         *(const float *)(pToken + 2),
983                         *(const float *)(pToken + 3),
984                         *(const float *)(pToken + 4));
985                 pToken += 5;
986             }
987             else if (curOpcode->opcode == WINED3DSIO_DEFI)
988             {
989                 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
990                         *(pToken + 1),
991                         *(pToken + 2),
992                         *(pToken + 3),
993                         *(pToken + 4));
994                 pToken += 5;
995             }
996             else if (curOpcode->opcode == WINED3DSIO_DEFB)
997             {
998                 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
999                         *(pToken + 1)? "true": "false");
1000                 pToken += 2;
1001             }
1002             else
1003             {
1004                 DWORD param, addr_token;
1005                 int tokens_read;
1006
1007                 /* Print out predication source token first - it follows
1008                  * the destination token. */
1009                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1010                 {
1011                     TRACE("(");
1012                     shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1013                     TRACE(") ");
1014                 }
1015                 if (opcode_token & WINED3DSI_COISSUE)
1016                 {
1017                     /* PixWin marks instructions with the coissue flag with a '+' */
1018                     TRACE("+");
1019                 }
1020
1021                 TRACE("%s", curOpcode->name);
1022
1023                 if (curOpcode->opcode == WINED3DSIO_IFC
1024                         || curOpcode->opcode == WINED3DSIO_BREAKC)
1025                 {
1026                     DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1027
1028                     switch (op)
1029                     {
1030                         case COMPARISON_GT: TRACE("_gt"); break;
1031                         case COMPARISON_EQ: TRACE("_eq"); break;
1032                         case COMPARISON_GE: TRACE("_ge"); break;
1033                         case COMPARISON_LT: TRACE("_lt"); break;
1034                         case COMPARISON_NE: TRACE("_ne"); break;
1035                         case COMPARISON_LE: TRACE("_le"); break;
1036                         default: TRACE("_(%u)", op);
1037                     }
1038                 }
1039                 else if (curOpcode->opcode == WINED3DSIO_TEX
1040                         && shader_version >= WINED3DPS_VERSION(2,0)
1041                         && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1042                 {
1043                     TRACE("p");
1044                 }
1045
1046                 /* Destination token */
1047                 if (curOpcode->dst_token)
1048                 {
1049                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1050                     pToken += tokens_read;
1051
1052                     shader_dump_ins_modifiers(param);
1053                     TRACE(" ");
1054                     shader_dump_param(param, addr_token, 0, shader_version);
1055                 }
1056
1057                 /* Predication token - already printed out, just skip it */
1058                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1059                 {
1060                     pToken++;
1061                 }
1062
1063                 /* Other source tokens */
1064                 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1065                 {
1066                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1067                     pToken += tokens_read;
1068
1069                     TRACE((i == 0)? " " : ", ");
1070                     shader_dump_param(param, addr_token, 1, shader_version);
1071                 }
1072             }
1073             TRACE("\n");
1074         }
1075     }
1076 }
1077
1078 void shader_cleanup(IWineD3DBaseShader *iface)
1079 {
1080     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1081
1082     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1083     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1084     shader_delete_constant_list(&This->baseShader.constantsF);
1085     shader_delete_constant_list(&This->baseShader.constantsB);
1086     shader_delete_constant_list(&This->baseShader.constantsI);
1087     list_remove(&This->baseShader.shader_list_entry);
1088 }
1089
1090 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1091 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1092 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1093 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1094 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1095 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1096 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1097 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1098 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1099 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1100 static void shader_none_free(IWineD3DDevice *iface) {}
1101 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1102 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1103     FIXME("NONE shader backend asked to generate a pixel shader\n");
1104     return 0;
1105 }
1106 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1107     FIXME("NONE shader backend asked to generate a vertex shader\n");
1108     return 0;
1109 }
1110
1111 #define GLINFO_LOCATION      (*gl_info)
1112 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1113 {
1114     /* Set the shader caps to 0 for the none shader backend */
1115     pCaps->VertexShaderVersion  = 0;
1116     pCaps->PixelShaderVersion    = 0;
1117     pCaps->PixelShader1xMaxValue = 0.0;
1118 }
1119 #undef GLINFO_LOCATION
1120 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1121 {
1122     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1123     {
1124         TRACE("Checking support for fixup:\n");
1125         dump_color_fixup_desc(fixup);
1126     }
1127
1128     /* Faked to make some apps happy. */
1129     if (!is_yuv_fixup(fixup))
1130     {
1131         TRACE("[OK]\n");
1132         return TRUE;
1133     }
1134
1135     TRACE("[FAILED]\n");
1136     return FALSE;
1137 }
1138
1139 const shader_backend_t none_shader_backend = {
1140     shader_none_instruction_handler_table,
1141     shader_none_select,
1142     shader_none_select_depth_blt,
1143     shader_none_deselect_depth_blt,
1144     shader_none_update_float_vertex_constants,
1145     shader_none_update_float_pixel_constants,
1146     shader_none_load_constants,
1147     shader_none_load_np2fixup_constants,
1148     shader_none_destroy,
1149     shader_none_alloc,
1150     shader_none_free,
1151     shader_none_dirty_const,
1152     shader_none_generate_pshader,
1153     shader_none_generate_vshader,
1154     shader_none_get_caps,
1155     shader_none_color_fixup_supported,
1156 };