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