wined3d: Make find_gl_pshader backend private.
[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  * Copyright 2009 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <string.h>
29 #include <stdio.h>
30 #include "wined3d_private.h"
31
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34
35 static const char *shader_opcode_names[] =
36 {
37     /* WINED3DSIH_ABS           */ "abs",
38     /* WINED3DSIH_ADD           */ "add",
39     /* WINED3DSIH_BEM           */ "bem",
40     /* WINED3DSIH_BREAK         */ "break",
41     /* WINED3DSIH_BREAKC        */ "breakc",
42     /* WINED3DSIH_BREAKP        */ "breakp",
43     /* WINED3DSIH_CALL          */ "call",
44     /* WINED3DSIH_CALLNZ        */ "callnz",
45     /* WINED3DSIH_CMP           */ "cmp",
46     /* WINED3DSIH_CND           */ "cnd",
47     /* WINED3DSIH_CRS           */ "crs",
48     /* WINED3DSIH_DCL           */ "dcl",
49     /* WINED3DSIH_DEF           */ "def",
50     /* WINED3DSIH_DEFB          */ "defb",
51     /* WINED3DSIH_DEFI          */ "defi",
52     /* WINED3DSIH_DP2ADD        */ "dp2add",
53     /* WINED3DSIH_DP3           */ "dp3",
54     /* WINED3DSIH_DP4           */ "dp4",
55     /* WINED3DSIH_DST           */ "dst",
56     /* WINED3DSIH_DSX           */ "dsx",
57     /* WINED3DSIH_DSY           */ "dsy",
58     /* WINED3DSIH_ELSE          */ "else",
59     /* WINED3DSIH_ENDIF         */ "endif",
60     /* WINED3DSIH_ENDLOOP       */ "endloop",
61     /* WINED3DSIH_ENDREP        */ "endrep",
62     /* WINED3DSIH_EXP           */ "exp",
63     /* WINED3DSIH_EXPP          */ "expp",
64     /* WINED3DSIH_FRC           */ "frc",
65     /* WINED3DSIH_IF            */ "if",
66     /* WINED3DSIH_IFC           */ "ifc",
67     /* WINED3DSIH_LABEL         */ "label",
68     /* WINED3DSIH_LIT           */ "lit",
69     /* WINED3DSIH_LOG           */ "log",
70     /* WINED3DSIH_LOGP          */ "logp",
71     /* WINED3DSIH_LOOP          */ "loop",
72     /* WINED3DSIH_LRP           */ "lrp",
73     /* WINED3DSIH_M3x2          */ "m3x2",
74     /* WINED3DSIH_M3x3          */ "m3x3",
75     /* WINED3DSIH_M3x4          */ "m3x4",
76     /* WINED3DSIH_M4x3          */ "m4x3",
77     /* WINED3DSIH_M4x4          */ "m4x4",
78     /* WINED3DSIH_MAD           */ "mad",
79     /* WINED3DSIH_MAX           */ "max",
80     /* WINED3DSIH_MIN           */ "min",
81     /* WINED3DSIH_MOV           */ "mov",
82     /* WINED3DSIH_MOVA          */ "mova",
83     /* WINED3DSIH_MUL           */ "mul",
84     /* WINED3DSIH_NOP           */ "nop",
85     /* WINED3DSIH_NRM           */ "nrm",
86     /* WINED3DSIH_PHASE         */ "phase",
87     /* WINED3DSIH_POW           */ "pow",
88     /* WINED3DSIH_RCP           */ "rcp",
89     /* WINED3DSIH_REP           */ "rep",
90     /* WINED3DSIH_RET           */ "ret",
91     /* WINED3DSIH_RSQ           */ "rsq",
92     /* WINED3DSIH_SETP          */ "setp",
93     /* WINED3DSIH_SGE           */ "sge",
94     /* WINED3DSIH_SGN           */ "sgn",
95     /* WINED3DSIH_SINCOS        */ "sincos",
96     /* WINED3DSIH_SLT           */ "slt",
97     /* WINED3DSIH_SUB           */ "sub",
98     /* WINED3DSIH_TEX           */ "texld",
99     /* WINED3DSIH_TEXBEM        */ "texbem",
100     /* WINED3DSIH_TEXBEML       */ "texbeml",
101     /* WINED3DSIH_TEXCOORD      */ "texcrd",
102     /* WINED3DSIH_TEXDEPTH      */ "texdepth",
103     /* WINED3DSIH_TEXDP3        */ "texdp3",
104     /* WINED3DSIH_TEXDP3TEX     */ "texdp3tex",
105     /* WINED3DSIH_TEXKILL       */ "texkill",
106     /* WINED3DSIH_TEXLDD        */ "texldd",
107     /* WINED3DSIH_TEXLDL        */ "texldl",
108     /* WINED3DSIH_TEXM3x2DEPTH  */ "texm3x2depth",
109     /* WINED3DSIH_TEXM3x2PAD    */ "texm3x2pad",
110     /* WINED3DSIH_TEXM3x2TEX    */ "texm3x2tex",
111     /* WINED3DSIH_TEXM3x3       */ "texm3x3",
112     /* WINED3DSIH_TEXM3x3DIFF   */ "texm3x3diff",
113     /* WINED3DSIH_TEXM3x3PAD    */ "texm3x3pad",
114     /* WINED3DSIH_TEXM3x3SPEC   */ "texm3x3spec",
115     /* WINED3DSIH_TEXM3x3TEX    */ "texm3x3tex",
116     /* WINED3DSIH_TEXM3x3VSPEC  */ "texm3x3vspec",
117     /* WINED3DSIH_TEXREG2AR     */ "texreg2ar",
118     /* WINED3DSIH_TEXREG2GB     */ "texreg2gb",
119     /* WINED3DSIH_TEXREG2RGB    */ "texreg2rgb",
120 };
121
122 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
123 {
124     switch (version_token >> 16)
125     {
126         case WINED3D_SM1_VS:
127         case WINED3D_SM1_PS:
128             return &sm1_shader_frontend;
129
130         case WINED3D_SM4_PS:
131         case WINED3D_SM4_VS:
132         case WINED3D_SM4_GS:
133             return &sm4_shader_frontend;
134
135         default:
136             FIXME("Unrecognised version token %#x\n", version_token);
137             return NULL;
138     }
139 }
140
141 static inline BOOL shader_is_version_token(DWORD token) {
142     return shader_is_pshader_version(token) ||
143            shader_is_vshader_version(token);
144 }
145
146 void shader_buffer_init(struct SHADER_BUFFER *buffer)
147 {
148     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
149     buffer->buffer[0] = '\0';
150     buffer->bsize = 0;
151     buffer->lineNo = 0;
152     buffer->newline = TRUE;
153 }
154
155 void shader_buffer_free(struct SHADER_BUFFER *buffer)
156 {
157     HeapFree(GetProcessHeap(), 0, buffer->buffer);
158 }
159
160 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
161 {
162     char* base = buffer->buffer + buffer->bsize;
163     int rc;
164
165     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
166
167     if (rc < 0 ||                                   /* C89 */ 
168         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
169
170         ERR("The buffer allocated for the shader program string "
171             "is too small at %d bytes.\n", SHADER_PGMSIZE);
172         buffer->bsize = SHADER_PGMSIZE - 1;
173         return -1;
174     }
175
176     if (buffer->newline) {
177         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
178         buffer->newline = FALSE;
179     } else {
180         TRACE("%s", base);
181     }
182
183     buffer->bsize += rc;
184     if (buffer->buffer[buffer->bsize-1] == '\n') {
185         buffer->lineNo++;
186         buffer->newline = TRUE;
187     }
188     return 0;
189 }
190
191 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
192 {
193     int ret;
194     va_list args;
195
196     va_start(args, format);
197     ret = shader_vaddline(buffer, format, args);
198     va_end(args);
199
200     return ret;
201 }
202
203 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device)
204 {
205     shader->ref = 1;
206     shader->device = device;
207     list_init(&shader->linked_programs);
208 }
209
210 /* Convert floating point offset relative
211  * to a register file to an absolute offset for float constants */
212 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
213 {
214     switch (register_type)
215     {
216         case WINED3DSPR_CONST: return register_idx;
217         case WINED3DSPR_CONST2: return 2048 + register_idx;
218         case WINED3DSPR_CONST3: return 4096 + register_idx;
219         case WINED3DSPR_CONST4: return 6144 + register_idx;
220         default:
221             FIXME("Unsupported register type: %d\n", register_type);
222             return register_idx;
223     }
224 }
225
226 static void shader_delete_constant_list(struct list* clist) {
227
228     struct list *ptr;
229     struct local_constant* constant;
230
231     ptr = list_head(clist);
232     while (ptr) {
233         constant = LIST_ENTRY(ptr, struct local_constant, entry);
234         ptr = list_next(clist, ptr);
235         HeapFree(GetProcessHeap(), 0, constant);
236     }
237     list_init(clist);
238 }
239
240 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
241 {
242     DWORD idx, shift;
243     idx = bit >> 5;
244     shift = bit & 0x1f;
245     bitmap[idx] |= (1 << shift);
246 }
247
248 static void shader_record_register_usage(IWineD3DBaseShaderImpl *This, struct shader_reg_maps *reg_maps,
249         const struct wined3d_shader_register *reg, BOOL pshader)
250 {
251     switch (reg->type)
252     {
253         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
254             if (pshader) reg_maps->texcoord[reg->idx] = 1;
255             else reg_maps->address[reg->idx] = 1;
256             break;
257
258         case WINED3DSPR_TEMP:
259             reg_maps->temporary[reg->idx] = 1;
260             break;
261
262         case WINED3DSPR_INPUT:
263             if (!pshader) reg_maps->input_registers |= 1 << reg->idx;
264             else
265             {
266                 if (reg->rel_addr)
267                 {
268                     /* If relative addressing is used, we must assume that all registers
269                      * are used. Even if it is a construct like v3[aL], we can't assume
270                      * that v0, v1 and v2 aren't read because aL can be negative */
271                     unsigned int i;
272                     for (i = 0; i < MAX_REG_INPUT; ++i)
273                     {
274                         ((IWineD3DPixelShaderImpl *)This)->input_reg_used[i] = TRUE;
275                     }
276                 }
277                 else
278                 {
279                     ((IWineD3DPixelShaderImpl *)This)->input_reg_used[reg->idx] = TRUE;
280                 }
281             }
282             break;
283
284         case WINED3DSPR_RASTOUT:
285             if (reg->idx == 1) reg_maps->fog = 1;
286             break;
287
288         case WINED3DSPR_MISCTYPE:
289             if (pshader && reg->idx == 0) reg_maps->vpos = 1;
290             break;
291
292         case WINED3DSPR_CONST:
293             if (reg->rel_addr)
294             {
295                 if (!pshader)
296                 {
297                     if (reg->idx <= ((IWineD3DVertexShaderImpl *)This)->min_rel_offset)
298                         ((IWineD3DVertexShaderImpl *)This)->min_rel_offset = reg->idx;
299                     else if (reg->idx >= ((IWineD3DVertexShaderImpl *)This)->max_rel_offset)
300                         ((IWineD3DVertexShaderImpl *)This)->max_rel_offset = reg->idx;
301                 }
302                 reg_maps->usesrelconstF = TRUE;
303             }
304             else
305             {
306                 set_bitmap_bit(reg_maps->constf, reg->idx);
307             }
308             break;
309
310         case WINED3DSPR_CONSTINT:
311             reg_maps->integer_constants |= (1 << reg->idx);
312             break;
313
314         case WINED3DSPR_CONSTBOOL:
315             reg_maps->boolean_constants |= (1 << reg->idx);
316             break;
317
318         default:
319             TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
320             break;
321     }
322 }
323
324 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
325 {
326     switch(instr)
327     {
328         case WINED3DSIH_M4x4:
329         case WINED3DSIH_M3x4:
330             return param == 1 ? 3 : 0;
331
332         case WINED3DSIH_M4x3:
333         case WINED3DSIH_M3x3:
334             return param == 1 ? 2 : 0;
335
336         case WINED3DSIH_M3x2:
337             return param == 1 ? 1 : 0;
338
339         default:
340             return 0;
341     }
342 }
343
344 static const char *shader_semantic_name_from_usage(WINED3DDECLUSAGE usage)
345 {
346     static const char *semantic_names[] =
347     {
348         /* WINED3DDECLUSAGE_POSITION        */ "SV_POSITION",
349         /* WINED3DDECLUSAGE_BLENDWEIGHT     */ "BLENDWEIGHT",
350         /* WINED3DDECLUSAGE_BLENDINDICES    */ "BLENDINDICES",
351         /* WINED3DDECLUSAGE_NORMAL          */ "NORMAL",
352         /* WINED3DDECLUSAGE_PSIZE           */ "PSIZE",
353         /* WINED3DDECLUSAGE_TEXCOORD        */ "TEXCOORD",
354         /* WINED3DDECLUSAGE_TANGENT         */ "TANGENT",
355         /* WINED3DDECLUSAGE_BINORMAL        */ "BINORMAL",
356         /* WINED3DDECLUSAGE_TESSFACTOR      */ "TESSFACTOR",
357         /* WINED3DDECLUSAGE_POSITIONT       */ "POSITIONT",
358         /* WINED3DDECLUSAGE_COLOR           */ "COLOR",
359         /* WINED3DDECLUSAGE_FOG             */ "FOG",
360         /* WINED3DDECLUSAGE_DEPTH           */ "DEPTH",
361         /* WINED3DDECLUSAGE_SAMPLE          */ "SAMPLE",
362     };
363
364     if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
365     {
366         FIXME("Unrecognized usage %#x\n", usage);
367         return "UNRECOGNIZED";
368     }
369
370     return semantic_names[usage];
371 }
372
373 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage)
374 {
375     return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
376 }
377
378 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
379         const struct wined3d_shader_semantic *s)
380 {
381     e->semantic_name = shader_semantic_name_from_usage(s->usage);
382     e->semantic_idx = s->usage_idx;
383     e->sysval_semantic = 0;
384     e->component_type = 0;
385     e->register_idx = s->reg.reg.idx;
386     e->mask = s->reg.write_mask;
387 }
388
389 /* Note that this does not count the loop register
390  * as an address register. */
391
392 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
393         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
394         struct wined3d_shader_signature_element *input_signature,
395         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
396 {
397     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
398     void *fe_data = This->baseShader.frontend_data;
399     struct wined3d_shader_version shader_version;
400     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
401     const DWORD* pToken = byte_code;
402     char pshader;
403
404     /* There are some minor differences between pixel and vertex shaders */
405
406     memset(reg_maps, 0, sizeof(*reg_maps));
407
408     /* get_registers_used is called on every compile on some 1.x shaders, which can result
409      * in stacking up a collection of local constants. Delete the old constants if existing
410      */
411     shader_delete_constant_list(&This->baseShader.constantsF);
412     shader_delete_constant_list(&This->baseShader.constantsB);
413     shader_delete_constant_list(&This->baseShader.constantsI);
414
415     fe->shader_read_header(fe_data, &pToken, &shader_version);
416     reg_maps->shader_version = shader_version;
417     pshader = shader_is_pshader_version(shader_version.type);
418
419     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
420                                  sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
421     if(!reg_maps->constf) {
422         ERR("Out of memory\n");
423         return E_OUTOFMEMORY;
424     }
425
426     while (!fe->shader_is_end(fe_data, &pToken))
427     {
428         struct wined3d_shader_instruction ins;
429         const char *comment;
430         UINT param_size;
431
432         /* Skip comments */
433         fe->shader_read_comment(&pToken, &comment);
434         if (comment) continue;
435
436         /* Fetch opcode */
437         fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size);
438
439         /* Unhandled opcode, and its parameters */
440         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
441         {
442             TRACE("Skipping unrecognized instruction.\n");
443             pToken += param_size;
444             continue;
445         }
446
447         /* Handle declarations */
448         if (ins.handler_idx == WINED3DSIH_DCL)
449         {
450             struct wined3d_shader_semantic semantic;
451
452             fe->shader_read_semantic(&pToken, &semantic);
453
454             switch (semantic.reg.reg.type)
455             {
456                 /* Vshader: mark attributes used
457                  * Pshader: mark 3.0 input registers used, save token */
458                 case WINED3DSPR_INPUT:
459                     reg_maps->input_registers |= 1 << semantic.reg.reg.idx;
460                     if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
461                     {
462                         attributes[semantic.reg.reg.idx].usage = semantic.usage;
463                         attributes[semantic.reg.reg.idx].usage_idx = semantic.usage_idx;
464                     }
465                     else
466                     {
467                         shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
468                     }
469                     break;
470
471                 /* Vshader: mark 3.0 output registers used, save token */
472                 case WINED3DSPR_OUTPUT:
473                     reg_maps->output_registers |= 1 << semantic.reg.reg.idx;
474                     shader_signature_from_semantic(&output_signature[semantic.reg.reg.idx], &semantic);
475                     if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
476                     break;
477
478                 /* Save sampler usage token */
479                 case WINED3DSPR_SAMPLER:
480                     reg_maps->sampler_type[semantic.reg.reg.idx] = semantic.sampler_type;
481                     break;
482
483                 default:
484                     TRACE("Not recording DCL register type %#x.\n", semantic.reg.reg.type);
485                     break;
486             }
487         }
488         else if (ins.handler_idx == WINED3DSIH_DEF)
489         {
490             struct wined3d_shader_dst_param dst;
491             struct wined3d_shader_src_param rel_addr;
492
493             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
494             if (!lconst) return E_OUTOFMEMORY;
495
496             fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
497             lconst->idx = dst.reg.idx;
498
499             memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
500             pToken += 4;
501
502             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
503             if (shader_version.major == 1 && pshader)
504             {
505                 float *value = (float *) lconst->value;
506                 if(value[0] < -1.0) value[0] = -1.0;
507                 else if(value[0] >  1.0) value[0] =  1.0;
508                 if(value[1] < -1.0) value[1] = -1.0;
509                 else if(value[1] >  1.0) value[1] =  1.0;
510                 if(value[2] < -1.0) value[2] = -1.0;
511                 else if(value[2] >  1.0) value[2] =  1.0;
512                 if(value[3] < -1.0) value[3] = -1.0;
513                 else if(value[3] >  1.0) value[3] =  1.0;
514             }
515
516             list_add_head(&This->baseShader.constantsF, &lconst->entry);
517         }
518         else if (ins.handler_idx == WINED3DSIH_DEFI)
519         {
520             struct wined3d_shader_dst_param dst;
521             struct wined3d_shader_src_param rel_addr;
522
523             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
524             if (!lconst) return E_OUTOFMEMORY;
525
526             fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
527             lconst->idx = dst.reg.idx;
528
529             memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
530             pToken += 4;
531
532             list_add_head(&This->baseShader.constantsI, &lconst->entry);
533         }
534         else if (ins.handler_idx == WINED3DSIH_DEFB)
535         {
536             struct wined3d_shader_dst_param dst;
537             struct wined3d_shader_src_param rel_addr;
538
539             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
540             if (!lconst) return E_OUTOFMEMORY;
541
542             fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
543             lconst->idx = dst.reg.idx;
544
545             memcpy(lconst->value, pToken, sizeof(DWORD));
546             ++pToken;
547
548             list_add_head(&This->baseShader.constantsB, &lconst->entry);
549         }
550         /* If there's a loop in the shader */
551         else if (ins.handler_idx == WINED3DSIH_LOOP
552                 || ins.handler_idx == WINED3DSIH_REP)
553         {
554             struct wined3d_shader_src_param src, rel_addr;
555
556             fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
557
558             /* Rep and Loop always use an integer constant for the control parameters */
559             if (ins.handler_idx == WINED3DSIH_REP)
560             {
561                 reg_maps->integer_constants |= 1 << src.reg.idx;
562             }
563             else
564             {
565                 fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
566                 reg_maps->integer_constants |= 1 << src.reg.idx;
567             }
568
569             cur_loop_depth++;
570             if(cur_loop_depth > max_loop_depth)
571                 max_loop_depth = cur_loop_depth;
572         }
573         else if (ins.handler_idx == WINED3DSIH_ENDLOOP
574                 || ins.handler_idx == WINED3DSIH_ENDREP)
575         {
576             cur_loop_depth--;
577         }
578         /* For subroutine prototypes */
579         else if (ins.handler_idx == WINED3DSIH_LABEL)
580         {
581             struct wined3d_shader_src_param src, rel_addr;
582
583             fe->shader_read_src_param(fe_data, &pToken, &src, &rel_addr);
584             reg_maps->labels[src.reg.idx] = 1;
585         }
586         /* Set texture, address, temporary registers */
587         else
588         {
589             int i, limit;
590
591             /* This will loop over all the registers and try to
592              * make a bitmask of the ones we're interested in.
593              *
594              * Relative addressing tokens are ignored, but that's
595              * okay, since we'll catch any address registers when
596              * they are initialized (required by spec) */
597
598             if (ins.dst_count)
599             {
600                 struct wined3d_shader_dst_param dst_param;
601                 struct wined3d_shader_src_param dst_rel_addr;
602
603                 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
604
605                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
606                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
607                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
608                 if (!pshader && shader_version.major < 3 && dst_param.reg.type == WINED3DSPR_TEXCRDOUT)
609                 {
610                     reg_maps->texcoord_mask[dst_param.reg.type] |= dst_param.write_mask;
611                 }
612                 else
613                 {
614                     shader_record_register_usage(This, reg_maps, &dst_param.reg, pshader);
615                 }
616
617                 /* Declare 1.X samplers implicitly, based on the destination reg. number */
618                 if (shader_version.major == 1
619                         && pshader /* Filter different instructions with the same enum values in VS */
620                         && (ins.handler_idx == WINED3DSIH_TEX
621                             || ins.handler_idx == WINED3DSIH_TEXBEM
622                             || ins.handler_idx == WINED3DSIH_TEXBEML
623                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
624                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
625                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
626                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
627                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
628                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
629                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
630                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
631                 {
632                     /* Fake sampler usage, only set reserved bit and ttype */
633                     DWORD sampler_code = dst_param.reg.idx;
634
635                     TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
636                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
637
638                     /* texbem is only valid with < 1.4 pixel shaders */
639                     if (ins.handler_idx == WINED3DSIH_TEXBEM
640                             || ins.handler_idx == WINED3DSIH_TEXBEML)
641                     {
642                         reg_maps->bumpmat[sampler_code] = TRUE;
643                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
644                         {
645                             reg_maps->luminanceparams[sampler_code] = TRUE;
646                         }
647                     }
648                 }
649                 else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
650                 {
651                     reg_maps->bumpmat[dst_param.reg.idx] = TRUE;
652                 }
653             }
654
655             if (ins.handler_idx == WINED3DSIH_NRM)
656             {
657                 reg_maps->usesnrm = 1;
658             }
659             else if (ins.handler_idx == WINED3DSIH_DSY)
660             {
661                 reg_maps->usesdsy = 1;
662             }
663             else if(ins.handler_idx == WINED3DSIH_TEXLDD)
664             {
665                 reg_maps->usestexldd = 1;
666             }
667             else if(ins.handler_idx == WINED3DSIH_MOVA)
668             {
669                 reg_maps->usesmova = 1;
670             }
671
672             limit = ins.src_count + (ins.predicate ? 1 : 0);
673             for (i = 0; i < limit; ++i)
674             {
675                 struct wined3d_shader_src_param src_param, src_rel_addr;
676                 unsigned int count;
677
678                 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
679                 count = get_instr_extra_regcount(ins.handler_idx, i);
680
681                 shader_record_register_usage(This, reg_maps, &src_param.reg, pshader);
682                 while (count)
683                 {
684                     ++src_param.reg.idx;
685                     shader_record_register_usage(This, reg_maps, &src_param.reg, pshader);
686                     --count;
687                 }
688             }
689         }
690     }
691     reg_maps->loop_depth = max_loop_depth;
692
693     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
694
695     return WINED3D_OK;
696 }
697
698 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
699         const struct wined3d_shader_version *shader_version)
700 {
701     TRACE("dcl");
702
703     if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
704     {
705         switch (semantic->sampler_type)
706         {
707             case WINED3DSTT_2D: TRACE("_2d"); break;
708             case WINED3DSTT_CUBE: TRACE("_cube"); break;
709             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
710             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
711         }
712     }
713     else
714     {
715         /* Pixel shaders 3.0 don't have usage semantics */
716         if (shader_is_pshader_version(shader_version->type) && shader_version->major < 3)
717             return;
718         else
719             TRACE("_");
720
721         switch (semantic->usage)
722         {
723             case WINED3DDECLUSAGE_POSITION:
724                 TRACE("position%d", semantic->usage_idx);
725                 break;
726             case WINED3DDECLUSAGE_BLENDINDICES:
727                 TRACE("blend");
728                 break;
729             case WINED3DDECLUSAGE_BLENDWEIGHT:
730                 TRACE("weight");
731                 break;
732             case WINED3DDECLUSAGE_NORMAL:
733                 TRACE("normal%d", semantic->usage_idx);
734                 break;
735             case WINED3DDECLUSAGE_PSIZE:
736                 TRACE("psize");
737                 break;
738             case WINED3DDECLUSAGE_COLOR:
739                 if (semantic->usage_idx == 0) TRACE("color");
740                 else TRACE("specular%d", (semantic->usage_idx - 1));
741                 break;
742             case WINED3DDECLUSAGE_TEXCOORD:
743                 TRACE("texture%d", semantic->usage_idx);
744                 break;
745             case WINED3DDECLUSAGE_TANGENT:
746                 TRACE("tangent");
747                 break;
748             case WINED3DDECLUSAGE_BINORMAL:
749                 TRACE("binormal");
750                 break;
751             case WINED3DDECLUSAGE_TESSFACTOR:
752                 TRACE("tessfactor");
753                 break;
754             case WINED3DDECLUSAGE_POSITIONT:
755                 TRACE("positionT%d", semantic->usage_idx);
756                 break;
757             case WINED3DDECLUSAGE_FOG:
758                 TRACE("fog");
759                 break;
760             case WINED3DDECLUSAGE_DEPTH:
761                 TRACE("depth");
762                 break;
763             case WINED3DDECLUSAGE_SAMPLE:
764                 TRACE("sample");
765                 break;
766             default:
767                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
768         }
769     }
770 }
771
772 static void shader_dump_register(const struct wined3d_shader_register *reg,
773         const struct wined3d_shader_version *shader_version)
774 {
775     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
776     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
777     UINT offset = reg->idx;
778
779     switch (reg->type)
780     {
781         case WINED3DSPR_TEMP:
782             TRACE("r");
783             break;
784
785         case WINED3DSPR_INPUT:
786             TRACE("v");
787             break;
788
789         case WINED3DSPR_CONST:
790         case WINED3DSPR_CONST2:
791         case WINED3DSPR_CONST3:
792         case WINED3DSPR_CONST4:
793             TRACE("c");
794             offset = shader_get_float_offset(reg->type, reg->idx);
795             break;
796
797         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
798             TRACE("%c", shader_is_pshader_version(shader_version->type) ? 't' : 'a');
799             break;
800
801         case WINED3DSPR_RASTOUT:
802             TRACE("%s", rastout_reg_names[reg->idx]);
803             break;
804
805         case WINED3DSPR_COLOROUT:
806             TRACE("oC");
807             break;
808
809         case WINED3DSPR_DEPTHOUT:
810             TRACE("oDepth");
811             break;
812
813         case WINED3DSPR_ATTROUT:
814             TRACE("oD");
815             break;
816
817         case WINED3DSPR_TEXCRDOUT:
818             /* Vertex shaders >= 3.0 use general purpose output registers
819              * (WINED3DSPR_OUTPUT), which can include an address token */
820             if (shader_version->major >= 3) TRACE("o");
821             else TRACE("oT");
822             break;
823
824         case WINED3DSPR_CONSTINT:
825             TRACE("i");
826             break;
827
828         case WINED3DSPR_CONSTBOOL:
829             TRACE("b");
830             break;
831
832         case WINED3DSPR_LABEL:
833             TRACE("l");
834             break;
835
836         case WINED3DSPR_LOOP:
837             TRACE("aL");
838             break;
839
840         case WINED3DSPR_SAMPLER:
841             TRACE("s");
842             break;
843
844         case WINED3DSPR_MISCTYPE:
845             if (reg->idx > 1) FIXME("Unhandled misctype register %d\n", reg->idx);
846             else TRACE("%s", misctype_reg_names[reg->idx]);
847             break;
848
849         case WINED3DSPR_PREDICATE:
850             TRACE("p");
851             break;
852
853         case WINED3DSPR_IMMCONST:
854             TRACE("l");
855             break;
856
857         default:
858             TRACE("unhandled_rtype(%#x)", reg->type);
859             break;
860     }
861
862     if (reg->type == WINED3DSPR_IMMCONST)
863     {
864         TRACE("(");
865         switch (reg->immconst_type)
866         {
867             case WINED3D_IMMCONST_FLOAT:
868                 TRACE("%.8e", *(float *)reg->immconst_data);
869                 break;
870
871             case WINED3D_IMMCONST_FLOAT4:
872                 TRACE("%.8e, %.8e, %.8e, %.8e",
873                         *(float *)&reg->immconst_data[0], *(float *)&reg->immconst_data[1],
874                         *(float *)&reg->immconst_data[2], *(float *)&reg->immconst_data[3]);
875                 break;
876
877             default:
878                 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
879                 break;
880         }
881         TRACE(")");
882     }
883     else if (reg->type != WINED3DSPR_RASTOUT && reg->type != WINED3DSPR_MISCTYPE)
884     {
885         if (reg->rel_addr)
886         {
887             TRACE("[");
888             shader_dump_src_param(reg->rel_addr, shader_version);
889             TRACE(" + ");
890         }
891         TRACE("%u", offset);
892         if (reg->rel_addr) TRACE("]");
893     }
894 }
895
896 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
897         const struct wined3d_shader_version *shader_version)
898 {
899     DWORD write_mask = param->write_mask;
900
901     shader_dump_register(&param->reg, shader_version);
902
903     if (write_mask != WINED3DSP_WRITEMASK_ALL)
904     {
905         static const char *write_mask_chars = "xyzw";
906
907         TRACE(".");
908         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
909         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
910         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
911         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
912     }
913 }
914
915 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
916         const struct wined3d_shader_version *shader_version)
917 {
918     DWORD src_modifier = param->modifiers;
919     DWORD swizzle = param->swizzle;
920
921     if (src_modifier == WINED3DSPSM_NEG
922             || src_modifier == WINED3DSPSM_BIASNEG
923             || src_modifier == WINED3DSPSM_SIGNNEG
924             || src_modifier == WINED3DSPSM_X2NEG
925             || src_modifier == WINED3DSPSM_ABSNEG)
926         TRACE("-");
927     else if (src_modifier == WINED3DSPSM_COMP)
928         TRACE("1-");
929     else if (src_modifier == WINED3DSPSM_NOT)
930         TRACE("!");
931
932     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
933         TRACE("abs(");
934
935     shader_dump_register(&param->reg, shader_version);
936
937     if (src_modifier)
938     {
939         switch (src_modifier)
940         {
941             case WINED3DSPSM_NONE:    break;
942             case WINED3DSPSM_NEG:     break;
943             case WINED3DSPSM_NOT:     break;
944             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
945             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
946             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
947             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
948             case WINED3DSPSM_COMP:    break;
949             case WINED3DSPSM_X2:      TRACE("_x2"); break;
950             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
951             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
952             case WINED3DSPSM_DW:      TRACE("_dw"); break;
953             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
954             case WINED3DSPSM_ABS:     TRACE(")"); break;
955             default:
956                                       TRACE("_unknown_modifier(%#x)", src_modifier);
957         }
958     }
959
960     if (swizzle != WINED3DSP_NOSWIZZLE)
961     {
962         static const char *swizzle_chars = "xyzw";
963         DWORD swizzle_x = swizzle & 0x03;
964         DWORD swizzle_y = (swizzle >> 2) & 0x03;
965         DWORD swizzle_z = (swizzle >> 4) & 0x03;
966         DWORD swizzle_w = (swizzle >> 6) & 0x03;
967
968         if (swizzle_x == swizzle_y
969                 && swizzle_x == swizzle_z
970                 && swizzle_x == swizzle_w)
971         {
972             TRACE(".%c", swizzle_chars[swizzle_x]);
973         }
974         else
975         {
976             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
977                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
978         }
979     }
980 }
981
982 /* Shared code in order to generate the bulk of the shader string.
983  * NOTE: A description of how to parse tokens can be found on msdn */
984 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
985         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx)
986 {
987     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
988     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
989     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
990     const struct wined3d_shader_frontend *fe = This->baseShader.frontend;
991     void *fe_data = This->baseShader.frontend_data;
992     struct wined3d_shader_src_param src_rel_addr[4];
993     struct wined3d_shader_src_param src_param[4];
994     struct wined3d_shader_version shader_version;
995     struct wined3d_shader_src_param dst_rel_addr;
996     struct wined3d_shader_dst_param dst_param;
997     struct wined3d_shader_instruction ins;
998     struct wined3d_shader_context ctx;
999     const DWORD *pToken = pFunction;
1000     SHADER_HANDLER hw_fct;
1001     DWORD i;
1002
1003     /* Initialize current parsing state */
1004     ctx.shader = iface;
1005     ctx.reg_maps = reg_maps;
1006     ctx.buffer = buffer;
1007     ctx.backend_data = backend_ctx;
1008
1009     ins.ctx = &ctx;
1010     ins.dst = &dst_param;
1011     ins.src = src_param;
1012     This->baseShader.parse_state.current_row = 0;
1013
1014     fe->shader_read_header(fe_data, &pToken, &shader_version);
1015
1016     while (!fe->shader_is_end(fe_data, &pToken))
1017     {
1018         const char *comment;
1019         UINT param_size;
1020
1021         /* Skip comment tokens */
1022         fe->shader_read_comment(&pToken, &comment);
1023         if (comment) continue;
1024
1025         /* Read opcode */
1026         fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size);
1027
1028         /* Unknown opcode and its parameters */
1029         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1030         {
1031             TRACE("Skipping unrecognized instruction.\n");
1032             pToken += param_size;
1033             continue;
1034         }
1035
1036         /* Nothing to do */
1037         if (ins.handler_idx == WINED3DSIH_DCL
1038                 || ins.handler_idx == WINED3DSIH_NOP
1039                 || ins.handler_idx == WINED3DSIH_DEF
1040                 || ins.handler_idx == WINED3DSIH_DEFI
1041                 || ins.handler_idx == WINED3DSIH_DEFB
1042                 || ins.handler_idx == WINED3DSIH_PHASE
1043                 || ins.handler_idx == WINED3DSIH_RET)
1044         {
1045             pToken += param_size;
1046             continue;
1047         }
1048
1049         /* Select handler */
1050         hw_fct = handler_table[ins.handler_idx];
1051
1052         /* Unhandled opcode */
1053         if (!hw_fct)
1054         {
1055             FIXME("Backend can't handle opcode %#x\n", ins.handler_idx);
1056             pToken += param_size;
1057             continue;
1058         }
1059
1060         /* Destination token */
1061         if (ins.dst_count) fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1062
1063         /* Predication token */
1064         if (ins.predicate) ins.predicate = *pToken++;
1065
1066         /* Other source tokens */
1067         for (i = 0; i < ins.src_count; ++i)
1068         {
1069             fe->shader_read_src_param(fe_data, &pToken, &src_param[i], &src_rel_addr[i]);
1070         }
1071
1072         /* Call appropriate function for output target */
1073         hw_fct(&ins);
1074
1075         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
1076         device->shader_backend->shader_add_instruction_modifiers(&ins);
1077     }
1078 }
1079
1080 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1081 {
1082     DWORD mmask = dst->modifiers;
1083
1084     switch (dst->shift)
1085     {
1086         case 0: break;
1087         case 13: TRACE("_d8"); break;
1088         case 14: TRACE("_d4"); break;
1089         case 15: TRACE("_d2"); break;
1090         case 1: TRACE("_x2"); break;
1091         case 2: TRACE("_x4"); break;
1092         case 3: TRACE("_x8"); break;
1093         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1094     }
1095
1096     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1097     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1098     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1099
1100     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1101     if (mmask)
1102         FIXME("_unrecognized_modifier(%#x)", mmask);
1103 }
1104
1105 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction)
1106 {
1107     struct wined3d_shader_version shader_version;
1108     const DWORD* pToken = pFunction;
1109     DWORD i;
1110
1111     TRACE("Parsing %p\n", pFunction);
1112
1113     fe->shader_read_header(fe_data, &pToken, &shader_version);
1114
1115     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version.type) ? "ps": "vs",
1116             shader_version.major, shader_version.minor);
1117
1118     while (!fe->shader_is_end(fe_data, &pToken))
1119     {
1120         struct wined3d_shader_instruction ins;
1121         const char *comment;
1122         UINT param_size;
1123
1124         /* comment */
1125         fe->shader_read_comment(&pToken, &comment);
1126         if (comment)
1127         {
1128             TRACE("//%s\n", comment);
1129             continue;
1130         }
1131
1132         fe->shader_read_opcode(fe_data, &pToken, &ins, &param_size);
1133         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1134         {
1135             TRACE("Skipping unrecognized instruction.\n");
1136             pToken += param_size;
1137             continue;
1138         }
1139
1140         if (ins.handler_idx == WINED3DSIH_DCL)
1141         {
1142             struct wined3d_shader_semantic semantic;
1143
1144             fe->shader_read_semantic(&pToken, &semantic);
1145
1146             shader_dump_decl_usage(&semantic, &shader_version);
1147             shader_dump_ins_modifiers(&semantic.reg);
1148             TRACE(" ");
1149             shader_dump_dst_param(&semantic.reg, &shader_version);
1150         }
1151         else if (ins.handler_idx == WINED3DSIH_DEF)
1152         {
1153             struct wined3d_shader_dst_param dst;
1154             struct wined3d_shader_src_param rel_addr;
1155
1156             fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1157
1158             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.reg.type, dst.reg.idx),
1159                     *(const float *)(pToken),
1160                     *(const float *)(pToken + 1),
1161                     *(const float *)(pToken + 2),
1162                     *(const float *)(pToken + 3));
1163             pToken += 4;
1164         }
1165         else if (ins.handler_idx == WINED3DSIH_DEFI)
1166         {
1167             struct wined3d_shader_dst_param dst;
1168             struct wined3d_shader_src_param rel_addr;
1169
1170             fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1171
1172             TRACE("defi i%u = %d, %d, %d, %d", dst.reg.idx,
1173                     *(pToken),
1174                     *(pToken + 1),
1175                     *(pToken + 2),
1176                     *(pToken + 3));
1177             pToken += 4;
1178         }
1179         else if (ins.handler_idx == WINED3DSIH_DEFB)
1180         {
1181             struct wined3d_shader_dst_param dst;
1182             struct wined3d_shader_src_param rel_addr;
1183
1184             fe->shader_read_dst_param(fe_data, &pToken, &dst, &rel_addr);
1185
1186             TRACE("defb b%u = %s", dst.reg.idx, *pToken ? "true" : "false");
1187             ++pToken;
1188         }
1189         else
1190         {
1191             struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1192             struct wined3d_shader_dst_param dst_param;
1193             struct wined3d_shader_src_param src_param;
1194
1195             if (ins.dst_count)
1196             {
1197                 fe->shader_read_dst_param(fe_data, &pToken, &dst_param, &dst_rel_addr);
1198             }
1199
1200             /* Print out predication source token first - it follows
1201              * the destination token. */
1202             if (ins.predicate)
1203             {
1204                 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1205                 TRACE("(");
1206                 shader_dump_src_param(&src_param, &shader_version);
1207                 TRACE(") ");
1208             }
1209
1210             /* PixWin marks instructions with the coissue flag with a '+' */
1211             if (ins.coissue) TRACE("+");
1212
1213             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1214
1215             if (ins.handler_idx == WINED3DSIH_IFC
1216                     || ins.handler_idx == WINED3DSIH_BREAKC)
1217             {
1218                 switch (ins.flags)
1219                 {
1220                     case COMPARISON_GT: TRACE("_gt"); break;
1221                     case COMPARISON_EQ: TRACE("_eq"); break;
1222                     case COMPARISON_GE: TRACE("_ge"); break;
1223                     case COMPARISON_LT: TRACE("_lt"); break;
1224                     case COMPARISON_NE: TRACE("_ne"); break;
1225                     case COMPARISON_LE: TRACE("_le"); break;
1226                     default: TRACE("_(%u)", ins.flags);
1227                 }
1228             }
1229             else if (ins.handler_idx == WINED3DSIH_TEX
1230                     && shader_version.major >= 2
1231                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1232             {
1233                 TRACE("p");
1234             }
1235
1236             /* We already read the destination token, print it. */
1237             if (ins.dst_count)
1238             {
1239                 shader_dump_ins_modifiers(&dst_param);
1240                 TRACE(" ");
1241                 shader_dump_dst_param(&dst_param, &shader_version);
1242             }
1243
1244             /* Other source tokens */
1245             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1246             {
1247                 fe->shader_read_src_param(fe_data, &pToken, &src_param, &src_rel_addr);
1248                 TRACE(!i ? " " : ", ");
1249                 shader_dump_src_param(&src_param, &shader_version);
1250             }
1251         }
1252         TRACE("\n");
1253     }
1254 }
1255
1256 void shader_cleanup(IWineD3DBaseShader *iface)
1257 {
1258     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1259
1260     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1261     HeapFree(GetProcessHeap(), 0, This->baseShader.reg_maps.constf);
1262     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1263     shader_delete_constant_list(&This->baseShader.constantsF);
1264     shader_delete_constant_list(&This->baseShader.constantsB);
1265     shader_delete_constant_list(&This->baseShader.constantsI);
1266     list_remove(&This->baseShader.shader_list_entry);
1267
1268     if (This->baseShader.frontend && This->baseShader.frontend_data)
1269     {
1270         This->baseShader.frontend->shader_free(This->baseShader.frontend_data);
1271     }
1272 }
1273
1274 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1275 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1276 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1277 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1278 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1279 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1280 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1281 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1282 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1283 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1284 static void shader_none_free(IWineD3DDevice *iface) {}
1285 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1286 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface,
1287         SHADER_BUFFER *buffer, const struct vs_compile_args *args)
1288 {
1289     FIXME("NONE shader backend asked to generate a vertex shader\n");
1290     return 0;
1291 }
1292 static void shader_none_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {}
1293
1294 #define GLINFO_LOCATION      (*gl_info)
1295 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1296 {
1297     /* Set the shader caps to 0 for the none shader backend */
1298     pCaps->VertexShaderVersion  = 0;
1299     pCaps->PixelShaderVersion    = 0;
1300     pCaps->PixelShader1xMaxValue = 0.0;
1301 }
1302 #undef GLINFO_LOCATION
1303 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1304 {
1305     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1306     {
1307         TRACE("Checking support for fixup:\n");
1308         dump_color_fixup_desc(fixup);
1309     }
1310
1311     /* Faked to make some apps happy. */
1312     if (!is_yuv_fixup(fixup))
1313     {
1314         TRACE("[OK]\n");
1315         return TRUE;
1316     }
1317
1318     TRACE("[FAILED]\n");
1319     return FALSE;
1320 }
1321
1322 const shader_backend_t none_shader_backend = {
1323     shader_none_instruction_handler_table,
1324     shader_none_select,
1325     shader_none_select_depth_blt,
1326     shader_none_deselect_depth_blt,
1327     shader_none_update_float_vertex_constants,
1328     shader_none_update_float_pixel_constants,
1329     shader_none_load_constants,
1330     shader_none_load_np2fixup_constants,
1331     shader_none_destroy,
1332     shader_none_alloc,
1333     shader_none_free,
1334     shader_none_dirty_const,
1335     shader_none_generate_vshader,
1336     shader_none_get_caps,
1337     shader_none_color_fixup_supported,
1338     shader_none_add_instruction_modifiers,
1339 };