rsaenh/tests: Fix the remaining test failures on Win9x up to W2K.
[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 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
35
36 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
37
38 static inline BOOL shader_is_version_token(DWORD token) {
39     return shader_is_pshader_version(token) ||
40            shader_is_vshader_version(token);
41 }
42
43 void shader_buffer_init(struct SHADER_BUFFER *buffer)
44 {
45     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
46     buffer->buffer[0] = '\0';
47     buffer->bsize = 0;
48     buffer->lineNo = 0;
49     buffer->newline = TRUE;
50 }
51
52 void shader_buffer_free(struct SHADER_BUFFER *buffer)
53 {
54     HeapFree(GetProcessHeap(), 0, buffer->buffer);
55 }
56
57 int shader_addline(
58     SHADER_BUFFER* buffer,  
59     const char *format, ...) {
60
61     char* base = buffer->buffer + buffer->bsize;
62     int rc;
63
64     va_list args;
65     va_start(args, format);
66     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
67     va_end(args);
68
69     if (rc < 0 ||                                   /* C89 */ 
70         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
71
72         ERR("The buffer allocated for the shader program string "
73             "is too small at %d bytes.\n", SHADER_PGMSIZE);
74         buffer->bsize = SHADER_PGMSIZE - 1;
75         return -1;
76     }
77
78     if (buffer->newline) {
79         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
80         buffer->newline = FALSE;
81     } else {
82         TRACE("%s", base);
83     }
84
85     buffer->bsize += rc;
86     if (buffer->buffer[buffer->bsize-1] == '\n') {
87         buffer->lineNo++;
88         buffer->newline = TRUE;
89     }
90     return 0;
91 }
92
93 void shader_init(struct IWineD3DBaseShaderClass *shader,
94         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
95 {
96     shader->ref = 1;
97     shader->device = device;
98     shader->shader_ins = instruction_table;
99     list_init(&shader->linked_programs);
100 }
101
102 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
103 {
104     DWORD i = 0;
105
106     /** TODO: use dichotomic search */
107     while (opcode_table[i].name)
108     {
109         if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
110                 && shader_version >= opcode_table[i].min_version
111                 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
112         {
113             return &opcode_table[i];
114         }
115         ++i;
116     }
117
118     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
119             code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
120
121     return NULL;
122 }
123
124 /* Read a parameter opcode from the input stream,
125  * and possibly a relative addressing token.
126  * Return the number of tokens read */
127 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
128 {
129     /* PS >= 3.0 have relative addressing (with token)
130      * VS >= 2.0 have relative addressing (with token)
131      * VS >= 1.0 < 2.0 have relative addressing (without token)
132      * The version check below should work in general */
133
134     char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
135         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
136
137     *param = *pToken;
138     *addr_token = rel_token? *(pToken + 1): 0;
139     return rel_token? 2:1;
140 }
141
142 /* Return the number of parameters to skip for an opcode */
143 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
144 {
145    /* Shaders >= 2.0 may contain address tokens, but fortunately they
146     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
147     return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
148             ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
149 }
150
151 /* Read the parameters of an unrecognized opcode from the input stream
152  * Return the number of tokens read. 
153  * 
154  * Note: This function assumes source or destination token format.
155  * It will not work with specially-formatted tokens like DEF or DCL, 
156  * but hopefully those would be recognized */
157 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
158 {
159     int tokens_read = 0;
160     int i = 0;
161
162     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
163     while (*pToken & 0x80000000) {
164
165         DWORD param, addr_token;
166         tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
167         pToken += tokens_read;
168
169         FIXME("Unrecognized opcode param: token=0x%08x "
170             "addr_token=0x%08x name=", param, addr_token);
171         shader_dump_param(param, addr_token, i, shader_version);
172         FIXME("\n");
173         ++i;
174     }
175     return tokens_read;
176 }
177
178 /* Convert floating point offset relative
179  * to a register file to an absolute offset for float constants */
180 static unsigned int shader_get_float_offset(const DWORD reg)
181 {
182      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
183      int regtype = shader_get_regtype(reg);
184
185      switch (regtype) {
186         case WINED3DSPR_CONST: return regnum;
187         case WINED3DSPR_CONST2: return 2048 + regnum;
188         case WINED3DSPR_CONST3: return 4096 + regnum;
189         case WINED3DSPR_CONST4: return 6144 + regnum;
190         default:
191             FIXME("Unsupported register type: %d\n", regtype);
192             return regnum;
193      }
194 }
195
196 static void shader_delete_constant_list(struct list* clist) {
197
198     struct list *ptr;
199     struct local_constant* constant;
200
201     ptr = list_head(clist);
202     while (ptr) {
203         constant = LIST_ENTRY(ptr, struct local_constant, entry);
204         ptr = list_next(clist, ptr);
205         HeapFree(GetProcessHeap(), 0, constant);
206     }
207     list_init(clist);
208 }
209
210 /* Note that this does not count the loop register
211  * as an address register. */
212
213 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
214         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
215 {
216     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
217     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
218     DWORD shader_version;
219     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
220     const DWORD* pToken = byte_code;
221     char pshader;
222
223     /* There are some minor differences between pixel and vertex shaders */
224
225     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
226     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
227
228     /* get_registers_used is called on every compile on some 1.x shaders, which can result
229      * in stacking up a collection of local constants. Delete the old constants if existing
230      */
231     shader_delete_constant_list(&This->baseShader.constantsF);
232     shader_delete_constant_list(&This->baseShader.constantsB);
233     shader_delete_constant_list(&This->baseShader.constantsI);
234
235     /* The version token is supposed to be the first token */
236     if (!shader_is_version_token(*pToken))
237     {
238         FIXME("First token is not a version token, invalid shader.\n");
239         return WINED3DERR_INVALIDCALL;
240     }
241     reg_maps->shader_version = shader_version = *pToken++;
242     pshader = shader_is_pshader_version(shader_version);
243
244     while (WINED3DVS_END() != *pToken) {
245         CONST SHADER_OPCODE* curOpcode;
246         DWORD opcode_token;
247
248         /* Skip comments */
249         if (shader_is_comment(*pToken))
250         {
251              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
252              ++pToken;
253              pToken += comment_len;
254              continue;
255         }
256
257         /* Fetch opcode */
258         opcode_token = *pToken++;
259         curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
260
261         /* Unhandled opcode, and its parameters */
262         if (NULL == curOpcode) {
263            while (*pToken & 0x80000000)
264                ++pToken;
265
266         /* Handle declarations */
267         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
268
269             DWORD usage = *pToken++;
270             DWORD param = *pToken++;
271             DWORD regtype = shader_get_regtype(param);
272             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
273
274             /* Vshader: mark attributes used
275                Pshader: mark 3.0 input registers used, save token */
276             if (WINED3DSPR_INPUT == regtype) {
277
278                 if (!pshader)
279                     reg_maps->attributes[regnum] = 1;
280                 else
281                     reg_maps->packed_input[regnum] = 1;
282
283                 semantics_in[regnum].usage = usage;
284                 semantics_in[regnum].reg = param;
285
286             /* Vshader: mark 3.0 output registers used, save token */
287             } else if (WINED3DSPR_OUTPUT == regtype) {
288                 reg_maps->packed_output[regnum] = 1;
289                 semantics_out[regnum].usage = usage;
290                 semantics_out[regnum].reg = param;
291                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
292                     reg_maps->fog = 1;
293
294             /* Save sampler usage token */
295             } else if (WINED3DSPR_SAMPLER == regtype)
296                 reg_maps->samplers[regnum] = usage;
297
298         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
299
300             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
301             if (!lconst) return E_OUTOFMEMORY;
302             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
303             memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
304
305             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
306             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
307             {
308                 float *value = (float *) lconst->value;
309                 if(value[0] < -1.0) value[0] = -1.0;
310                 else if(value[0] >  1.0) value[0] =  1.0;
311                 if(value[1] < -1.0) value[1] = -1.0;
312                 else if(value[1] >  1.0) value[1] =  1.0;
313                 if(value[2] < -1.0) value[2] = -1.0;
314                 else if(value[2] >  1.0) value[2] =  1.0;
315                 if(value[3] < -1.0) value[3] = -1.0;
316                 else if(value[3] >  1.0) value[3] =  1.0;
317             }
318
319             list_add_head(&This->baseShader.constantsF, &lconst->entry);
320             pToken += curOpcode->num_params;
321
322         } else if (WINED3DSIO_DEFI == 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             list_add_head(&This->baseShader.constantsI, &lconst->entry);
329             pToken += curOpcode->num_params;
330
331         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
332
333             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
334             if (!lconst) return E_OUTOFMEMORY;
335             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
336             memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
337             list_add_head(&This->baseShader.constantsB, &lconst->entry);
338             pToken += curOpcode->num_params;
339
340         /* If there's a loop in the shader */
341         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
342                    WINED3DSIO_REP == curOpcode->opcode) {
343             cur_loop_depth++;
344             if(cur_loop_depth > max_loop_depth)
345                 max_loop_depth = cur_loop_depth;
346             pToken += curOpcode->num_params;
347
348             /* Rep and Loop always use an integer constant for the control parameters */
349             This->baseShader.uses_int_consts = TRUE;
350         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
351                    WINED3DSIO_ENDREP == curOpcode->opcode) {
352             cur_loop_depth--;
353
354         /* For subroutine prototypes */
355         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
356
357             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
358             reg_maps->labels[snum] = 1;
359             pToken += curOpcode->num_params;
360
361         /* Set texture, address, temporary registers */
362         } else {
363             int i, limit;
364
365             /* Declare 1.X samplers implicitly, based on the destination reg. number */
366             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
367                     && pshader /* Filter different instructions with the same enum values in VS */
368                     && (WINED3DSIO_TEX == curOpcode->opcode
369                         || WINED3DSIO_TEXBEM == curOpcode->opcode
370                         || WINED3DSIO_TEXBEML == curOpcode->opcode
371                         || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
372                         || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
373                         || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
374                         || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
375                         || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
376                         || WINED3DSIO_TEXREG2AR == curOpcode->opcode
377                         || WINED3DSIO_TEXREG2GB == curOpcode->opcode
378                         || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
379             {
380                 /* Fake sampler usage, only set reserved bit and ttype */
381                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
382
383                 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
384                 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
385
386                 /* texbem is only valid with < 1.4 pixel shaders */
387                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
388                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
389                     reg_maps->bumpmat[sampler_code] = TRUE;
390                     if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
391                         reg_maps->luminanceparams[sampler_code] = TRUE;
392                     }
393                 }
394             }
395             if(WINED3DSIO_NRM  == curOpcode->opcode) {
396                 reg_maps->usesnrm = 1;
397             } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
398                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
399                 reg_maps->bumpmat[regnum] = TRUE;
400             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
401                 reg_maps->usesdsy = 1;
402             }
403
404             /* This will loop over all the registers and try to
405              * make a bitmask of the ones we're interested in. 
406              *
407              * Relative addressing tokens are ignored, but that's 
408              * okay, since we'll catch any address registers when 
409              * they are initialized (required by spec) */
410
411             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
412                 curOpcode->num_params + 1: curOpcode->num_params;
413
414             for (i = 0; i < limit; ++i) {
415
416                 DWORD param, addr_token, reg, regtype;
417                 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
418
419                 regtype = shader_get_regtype(param);
420                 reg = param & WINED3DSP_REGNUM_MASK;
421
422                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
423
424                     if (pshader)
425                         reg_maps->texcoord[reg] = 1;
426                     else
427                         reg_maps->address[reg] = 1;
428                 }
429
430                 else if (WINED3DSPR_TEMP == regtype)
431                     reg_maps->temporary[reg] = 1;
432
433                 else if (WINED3DSPR_INPUT == regtype) {
434                     if( !pshader)
435                         reg_maps->attributes[reg] = 1;
436                     else {
437                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
438                             /* If relative addressing is used, we must assume that all registers
439                              * are used. Even if it is a construct like v3[aL], we can't assume
440                              * that v0, v1 and v2 aren't read because aL can be negative
441                              */
442                             unsigned int i;
443                             for(i = 0; i < MAX_REG_INPUT; i++) {
444                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
445                             }
446                         } else {
447                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
448                         }
449                     }
450                 }
451
452                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
453                     reg_maps->fog = 1;
454
455                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
456                     reg_maps->vpos = 1;
457
458                 else if(WINED3DSPR_CONST == regtype) {
459                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
460                         if(!pshader) {
461                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
462                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
463                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
464                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
465                             }
466                         }
467                         reg_maps->usesrelconstF = TRUE;
468                     }
469                 }
470                 else if(WINED3DSPR_CONSTINT == regtype) {
471                     This->baseShader.uses_int_consts = TRUE;
472                 }
473                 else if(WINED3DSPR_CONSTBOOL == regtype) {
474                     This->baseShader.uses_bool_consts = TRUE;
475                 }
476
477                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
478                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
479                  * isn't used in them, but future register types might cause issues
480                  */
481                 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
482                         && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
483                 {
484                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
485                 }
486             }
487         }
488     }
489     ++pToken;
490     reg_maps->loop_depth = max_loop_depth;
491
492     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
493
494     return WINED3D_OK;
495 }
496
497 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
498 {
499     DWORD regtype = shader_get_regtype(param);
500
501     TRACE("dcl");
502
503     if (regtype == WINED3DSPR_SAMPLER) {
504         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
505
506         switch (ttype) {
507             case WINED3DSTT_2D: TRACE("_2d"); break;
508             case WINED3DSTT_CUBE: TRACE("_cube"); break;
509             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
510             default: TRACE("_unknown_ttype(0x%08x)", ttype);
511        }
512
513     } else { 
514
515         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
516         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
517
518         /* Pixel shaders 3.0 don't have usage semantics */
519         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
520             return;
521         else
522             TRACE("_");
523
524         switch(usage) {
525         case WINED3DDECLUSAGE_POSITION:
526             TRACE("position%d", idx);
527             break;
528         case WINED3DDECLUSAGE_BLENDINDICES:
529             TRACE("blend");
530             break;
531         case WINED3DDECLUSAGE_BLENDWEIGHT:
532             TRACE("weight");
533             break;
534         case WINED3DDECLUSAGE_NORMAL:
535             TRACE("normal%d", idx);
536             break;
537         case WINED3DDECLUSAGE_PSIZE:
538             TRACE("psize");
539             break;
540         case WINED3DDECLUSAGE_COLOR:
541             if(idx == 0)  {
542                 TRACE("color");
543             } else {
544                 TRACE("specular%d", (idx - 1));
545             }
546             break;
547         case WINED3DDECLUSAGE_TEXCOORD:
548             TRACE("texture%d", idx);
549             break;
550         case WINED3DDECLUSAGE_TANGENT:
551             TRACE("tangent");
552             break;
553         case WINED3DDECLUSAGE_BINORMAL:
554             TRACE("binormal");
555             break;
556         case WINED3DDECLUSAGE_TESSFACTOR:
557             TRACE("tessfactor");
558             break;
559         case WINED3DDECLUSAGE_POSITIONT:
560             TRACE("positionT%d", idx);
561             break;
562         case WINED3DDECLUSAGE_FOG:
563             TRACE("fog");
564             break;
565         case WINED3DDECLUSAGE_DEPTH:
566             TRACE("depth");
567             break;
568         case WINED3DDECLUSAGE_SAMPLE:
569             TRACE("sample");
570             break;
571         default:
572             FIXME("unknown_semantics(0x%08x)", usage);
573         }
574     }
575 }
576
577 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
578         unsigned int reg, int input, DWORD shader_version)
579 {
580     char relative =
581         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
582
583     if (relative) {
584         TRACE("[");
585         if (addr_token)
586             shader_dump_param(addr_token, 0, input, shader_version);
587         else
588             TRACE("a0.x");
589         TRACE(" + ");
590      }
591      TRACE("%u", reg);
592      if (relative)
593          TRACE("]");
594 }
595
596 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
597 {
598     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
599     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
600     const char *swizzle_reg_chars = "xyzw";
601
602     DWORD reg = param & WINED3DSP_REGNUM_MASK;
603     DWORD regtype = shader_get_regtype(param);
604     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
605
606     /* There are some minor differences between pixel and vertex shaders */
607     char pshader = shader_is_pshader_version(shader_version);
608
609     if (input) {
610         if ( (modifier == WINED3DSPSM_NEG) ||
611              (modifier == WINED3DSPSM_BIASNEG) ||
612              (modifier == WINED3DSPSM_SIGNNEG) ||
613              (modifier == WINED3DSPSM_X2NEG) ||
614              (modifier == WINED3DSPSM_ABSNEG) )
615             TRACE("-");
616         else if (modifier == WINED3DSPSM_COMP)
617             TRACE("1-");
618         else if (modifier == WINED3DSPSM_NOT)
619             TRACE("!");
620
621         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
622             TRACE("abs(");
623     }
624
625     switch (regtype) {
626         case WINED3DSPR_TEMP:
627             TRACE("r%u", reg);
628             break;
629         case WINED3DSPR_INPUT:
630             TRACE("v");
631             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
632             break;
633         case WINED3DSPR_CONST:
634         case WINED3DSPR_CONST2:
635         case WINED3DSPR_CONST3:
636         case WINED3DSPR_CONST4:
637             TRACE("c");
638             shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
639             break;
640         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
641             TRACE("%c%u", (pshader? 't':'a'), reg);
642             break;        
643         case WINED3DSPR_RASTOUT:
644             TRACE("%s", rastout_reg_names[reg]);
645             break;
646         case WINED3DSPR_COLOROUT:
647             TRACE("oC%u", reg);
648             break;
649         case WINED3DSPR_DEPTHOUT:
650             TRACE("oDepth");
651             break;
652         case WINED3DSPR_ATTROUT:
653             TRACE("oD%u", reg);
654             break;
655         case WINED3DSPR_TEXCRDOUT: 
656
657             /* Vertex shaders >= 3.0 use general purpose output registers
658              * (WINED3DSPR_OUTPUT), which can include an address token */
659
660             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
661                 TRACE("o");
662                 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
663             }
664             else 
665                TRACE("oT%u", reg);
666             break;
667         case WINED3DSPR_CONSTINT:
668             TRACE("i");
669             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
670             break;
671         case WINED3DSPR_CONSTBOOL:
672             TRACE("b");
673             shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
674             break;
675         case WINED3DSPR_LABEL:
676             TRACE("l%u", reg);
677             break;
678         case WINED3DSPR_LOOP:
679             TRACE("aL");
680             break;
681         case WINED3DSPR_SAMPLER:
682             TRACE("s%u", reg);
683             break;
684         case WINED3DSPR_MISCTYPE:
685             if (reg > 1) {
686                 FIXME("Unhandled misctype register %d\n", reg);
687             } else {
688                 TRACE("%s", misctype_reg_names[reg]);
689             }
690             break;
691         case WINED3DSPR_PREDICATE:
692             TRACE("p%u", reg);
693             break;
694         default:
695             TRACE("unhandled_rtype(%#x)", regtype);
696             break;
697    }
698
699    if (!input) {
700        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
701
702        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
703            TRACE(".");
704            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
705            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
706            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
707            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
708        }
709
710    } else {
711         /** operand input */
712         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
713         DWORD swizzle_x = swizzle & 0x03;
714         DWORD swizzle_y = (swizzle >> 2) & 0x03;
715         DWORD swizzle_z = (swizzle >> 4) & 0x03;
716         DWORD swizzle_w = (swizzle >> 6) & 0x03;
717
718         if (0 != modifier) {
719             switch (modifier) {
720                 case WINED3DSPSM_NONE:    break;
721                 case WINED3DSPSM_NEG:     break;
722                 case WINED3DSPSM_NOT:     break;
723                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
724                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
725                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
726                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
727                 case WINED3DSPSM_COMP:    break;
728                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
729                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
730                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
731                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
732                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
733                 case WINED3DSPSM_ABS:     TRACE(")"); break;
734                 default:
735                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
736             }
737         }
738
739         /**
740         * swizzle bits fields:
741         *  RRGGBBAA
742         */
743         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
744             if (swizzle_x == swizzle_y &&
745                 swizzle_x == swizzle_z &&
746                 swizzle_x == swizzle_w) {
747                     TRACE(".%c", swizzle_reg_chars[swizzle_x]);
748             } else {
749                 TRACE(".%c%c%c%c",
750                 swizzle_reg_chars[swizzle_x],
751                 swizzle_reg_chars[swizzle_y],
752                 swizzle_reg_chars[swizzle_z],
753                 swizzle_reg_chars[swizzle_w]);
754             }
755         }
756     }
757 }
758
759 static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
760         IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg, DWORD shader_version)
761 {
762     IWineD3DBaseTextureImpl *texture;
763     struct color_fixup_desc fixup;
764     BOOL recorded = FALSE;
765     DWORD sampler_idx;
766     UINT i;
767
768     switch(arg->opcode->opcode)
769     {
770         case WINED3DSIO_TEX:
771             if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
772             else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
773             break;
774
775         case WINED3DSIO_TEXLDL:
776             FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
777             return;
778
779         case WINED3DSIO_TEXDP3TEX:
780         case WINED3DSIO_TEXM3x3TEX:
781         case WINED3DSIO_TEXM3x3SPEC:
782         case WINED3DSIO_TEXM3x3VSPEC:
783         case WINED3DSIO_TEXBEM:
784         case WINED3DSIO_TEXREG2AR:
785         case WINED3DSIO_TEXREG2GB:
786         case WINED3DSIO_TEXREG2RGB:
787             sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
788             break;
789
790         default:
791             /* Not a texture sampling instruction, nothing to do */
792             return;
793     };
794
795     texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx];
796     if (texture) fixup = texture->baseTexture.shader_color_fixup;
797     else fixup = COLOR_FIXUP_IDENTITY;
798
799     /* before doing anything, record the sampler with the format in the format conversion list,
800      * but check if it's not there already */
801     for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i)
802     {
803         if (shader->baseShader.sampled_samplers[i] == sampler_idx)
804         {
805             recorded = TRUE;
806             break;
807         }
808     }
809
810     if (!recorded)
811     {
812         shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
813         ++shader->baseShader.num_sampled_samplers;
814     }
815
816     device->shader_backend->shader_color_correction(arg, fixup);
817 }
818
819 /* Shared code in order to generate the bulk of the shader string.
820  * NOTE: A description of how to parse tokens can be found on msdn */
821 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
822         const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
823 {
824     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
825     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
826     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
827     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
828     DWORD shader_version = reg_maps->shader_version;
829     const DWORD *pToken = pFunction;
830     const SHADER_OPCODE *curOpcode;
831     SHADER_HANDLER hw_fct;
832     DWORD i;
833     SHADER_OPCODE_ARG hw_arg;
834
835     /* Initialize current parsing state */
836     hw_arg.shader = iface;
837     hw_arg.buffer = buffer;
838     hw_arg.reg_maps = reg_maps;
839     This->baseShader.parse_state.current_row = 0;
840
841     while (WINED3DPS_END() != *pToken)
842     {
843         /* Skip version token */
844         if (shader_is_version_token(*pToken))
845         {
846             ++pToken;
847             continue;
848         }
849
850         /* Skip comment tokens */
851         if (shader_is_comment(*pToken))
852         {
853             pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
854             ++pToken;
855             continue;
856         }
857
858         /* Read opcode */
859         hw_arg.opcode_token = *pToken++;
860         curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
861
862         /* Unknown opcode and its parameters */
863         if (!curOpcode)
864         {
865             FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token);
866             pToken += shader_skip_unrecognized(pToken, shader_version);
867             continue;
868         }
869
870         /* Nothing to do */
871         if (WINED3DSIO_DCL == curOpcode->opcode
872                 || WINED3DSIO_NOP == curOpcode->opcode
873                 || WINED3DSIO_DEF == curOpcode->opcode
874                 || WINED3DSIO_DEFI == curOpcode->opcode
875                 || WINED3DSIO_DEFB == curOpcode->opcode
876                 || WINED3DSIO_PHASE == curOpcode->opcode
877                 || WINED3DSIO_RET == curOpcode->opcode)
878         {
879             pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
880             continue;
881         }
882
883         /* Select handler */
884         hw_fct = handler_table[curOpcode->handler_idx];
885
886         /* Unhandled opcode */
887         if (!hw_fct)
888         {
889             FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
890             pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
891             continue;
892         }
893
894         hw_arg.opcode = curOpcode;
895
896         /* Destination token */
897         if (curOpcode->dst_token)
898         {
899             DWORD param, addr_token = 0;
900             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
901             hw_arg.dst = param;
902             hw_arg.dst_addr = addr_token;
903         }
904
905         /* Predication token */
906         if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++;
907
908         /* Other source tokens */
909         for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); ++i)
910         {
911             DWORD param, addr_token = 0;
912             pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
913             hw_arg.src[i] = param;
914             hw_arg.src_addr[i] = addr_token;
915         }
916
917         /* Call appropriate function for output target */
918         hw_fct(&hw_arg);
919
920         /* Add color correction if needed */
921         shader_color_correction(This, device, &hw_arg, shader_version);
922
923         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
924         /* FIXME: This should be internal to the shader backend.
925          * Also, right now this is the only reason "shader_mode" exists. */
926         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&hw_arg);
927     }
928 }
929
930 static void shader_dump_ins_modifiers(const DWORD output)
931 {
932     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
933     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
934
935     switch (shift) {
936         case 0: break;
937         case 13: TRACE("_d8"); break;
938         case 14: TRACE("_d4"); break;
939         case 15: TRACE("_d2"); break;
940         case 1: TRACE("_x2"); break;
941         case 2: TRACE("_x4"); break;
942         case 3: TRACE("_x8"); break;
943         default: TRACE("_unhandled_shift(%d)", shift); break;
944     }
945
946     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
947     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
948     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
949
950     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
951     if (mmask)
952         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
953 }
954
955 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
956 {
957     const DWORD* pToken = pFunction;
958     const SHADER_OPCODE* curOpcode = NULL;
959     DWORD shader_version;
960     DWORD opcode_token;
961     DWORD i;
962
963     TRACE("Parsing %p\n", pFunction);
964
965     /* The version token is supposed to be the first token */
966     if (!shader_is_version_token(*pToken))
967     {
968         FIXME("First token is not a version token, invalid shader.\n");
969         return;
970     }
971     shader_version = *pToken++;
972     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
973             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
974
975     while (WINED3DVS_END() != *pToken)
976     {
977         if (shader_is_comment(*pToken)) /* comment */
978         {
979             DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
980             ++pToken;
981             TRACE("//%s\n", (const char*)pToken);
982             pToken += comment_len;
983             continue;
984         }
985         opcode_token = *pToken++;
986         curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
987
988         if (!curOpcode)
989         {
990             int tokens_read;
991             FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
992             tokens_read = shader_skip_unrecognized(pToken, shader_version);
993             pToken += tokens_read;
994         }
995         else
996         {
997             if (curOpcode->opcode == WINED3DSIO_DCL)
998             {
999                 DWORD usage = *pToken;
1000                 DWORD param = *(pToken + 1);
1001
1002                 shader_dump_decl_usage(usage, param, shader_version);
1003                 shader_dump_ins_modifiers(param);
1004                 TRACE(" ");
1005                 shader_dump_param(param, 0, 0, shader_version);
1006                 pToken += 2;
1007             }
1008             else if (curOpcode->opcode == WINED3DSIO_DEF)
1009             {
1010                 unsigned int offset = shader_get_float_offset(*pToken);
1011
1012                 TRACE("def c%u = %f, %f, %f, %f", offset,
1013                         *(const float *)(pToken + 1),
1014                         *(const float *)(pToken + 2),
1015                         *(const float *)(pToken + 3),
1016                         *(const float *)(pToken + 4));
1017                 pToken += 5;
1018             }
1019             else if (curOpcode->opcode == WINED3DSIO_DEFI)
1020             {
1021                 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1022                         *(pToken + 1),
1023                         *(pToken + 2),
1024                         *(pToken + 3),
1025                         *(pToken + 4));
1026                 pToken += 5;
1027             }
1028             else if (curOpcode->opcode == WINED3DSIO_DEFB)
1029             {
1030                 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1031                         *(pToken + 1)? "true": "false");
1032                 pToken += 2;
1033             }
1034             else
1035             {
1036                 DWORD param, addr_token;
1037                 int tokens_read;
1038
1039                 /* Print out predication source token first - it follows
1040                  * the destination token. */
1041                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1042                 {
1043                     TRACE("(");
1044                     shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1045                     TRACE(") ");
1046                 }
1047                 if (opcode_token & WINED3DSI_COISSUE)
1048                 {
1049                     /* PixWin marks instructions with the coissue flag with a '+' */
1050                     TRACE("+");
1051                 }
1052
1053                 TRACE("%s", curOpcode->name);
1054
1055                 if (curOpcode->opcode == WINED3DSIO_IFC
1056                         || curOpcode->opcode == WINED3DSIO_BREAKC)
1057                 {
1058                     DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1059
1060                     switch (op)
1061                     {
1062                         case COMPARISON_GT: TRACE("_gt"); break;
1063                         case COMPARISON_EQ: TRACE("_eq"); break;
1064                         case COMPARISON_GE: TRACE("_ge"); break;
1065                         case COMPARISON_LT: TRACE("_lt"); break;
1066                         case COMPARISON_NE: TRACE("_ne"); break;
1067                         case COMPARISON_LE: TRACE("_le"); break;
1068                         default: TRACE("_(%u)", op);
1069                     }
1070                 }
1071                 else if (curOpcode->opcode == WINED3DSIO_TEX
1072                         && shader_version >= WINED3DPS_VERSION(2,0)
1073                         && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1074                 {
1075                     TRACE("p");
1076                 }
1077
1078                 /* Destination token */
1079                 if (curOpcode->dst_token)
1080                 {
1081                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1082                     pToken += tokens_read;
1083
1084                     shader_dump_ins_modifiers(param);
1085                     TRACE(" ");
1086                     shader_dump_param(param, addr_token, 0, shader_version);
1087                 }
1088
1089                 /* Predication token - already printed out, just skip it */
1090                 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1091                 {
1092                     pToken++;
1093                 }
1094
1095                 /* Other source tokens */
1096                 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1097                 {
1098                     tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1099                     pToken += tokens_read;
1100
1101                     TRACE((i == 0)? " " : ", ");
1102                     shader_dump_param(param, addr_token, 1, shader_version);
1103                 }
1104             }
1105             TRACE("\n");
1106         }
1107     }
1108 }
1109
1110 void shader_cleanup(IWineD3DBaseShader *iface)
1111 {
1112     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1113
1114     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1115     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1116     shader_delete_constant_list(&This->baseShader.constantsF);
1117     shader_delete_constant_list(&This->baseShader.constantsB);
1118     shader_delete_constant_list(&This->baseShader.constantsI);
1119     list_remove(&This->baseShader.shader_list_entry);
1120 }
1121
1122 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1123 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1124 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1125 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1126 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1127 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1128 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1129 static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
1130 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1131 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1132 static void shader_none_free(IWineD3DDevice *iface) {}
1133 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1134 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1135     FIXME("NONE shader backend asked to generate a pixel shader\n");
1136     return 0;
1137 }
1138 static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
1139     FIXME("NONE shader backend asked to generate a vertex shader\n");
1140 }
1141
1142 #define GLINFO_LOCATION      (*gl_info)
1143 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1144 {
1145     /* Set the shader caps to 0 for the none shader backend */
1146     pCaps->VertexShaderVersion  = 0;
1147     pCaps->PixelShaderVersion    = 0;
1148     pCaps->PixelShader1xMaxValue = 0.0;
1149 }
1150 #undef GLINFO_LOCATION
1151 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1152 {
1153     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1154     {
1155         TRACE("Checking support for fixup:\n");
1156         dump_color_fixup_desc(fixup);
1157     }
1158
1159     /* Faked to make some apps happy. */
1160     if (!is_yuv_fixup(fixup))
1161     {
1162         TRACE("[OK]\n");
1163         return TRUE;
1164     }
1165
1166     TRACE("[FAILED]\n");
1167     return FALSE;
1168 }
1169
1170 const shader_backend_t none_shader_backend = {
1171     shader_none_instruction_handler_table,
1172     shader_none_select,
1173     shader_none_select_depth_blt,
1174     shader_none_deselect_depth_blt,
1175     shader_none_update_float_vertex_constants,
1176     shader_none_update_float_pixel_constants,
1177     shader_none_load_constants,
1178     shader_none_color_correction,
1179     shader_none_destroy,
1180     shader_none_alloc,
1181     shader_none_free,
1182     shader_none_dirty_const,
1183     shader_none_generate_pshader,
1184     shader_none_generate_vshader,
1185     shader_none_get_caps,
1186     shader_none_color_fixup_supported,
1187 };