wined3d: Recognize the SM4 dcl_maxOutputVertexCount opcode.
[wine] / dlls / wined3d / shader.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2006 Ivan Gyurdiev
7  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
31
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36
37 static const char * const shader_opcode_names[] =
38 {
39     /* WINED3DSIH_ABS                   */ "abs",
40     /* WINED3DSIH_ADD                   */ "add",
41     /* WINED3DSIH_AND                   */ "and",
42     /* WINED3DSIH_BEM                   */ "bem",
43     /* WINED3DSIH_BREAK                 */ "break",
44     /* WINED3DSIH_BREAKC                */ "breakc",
45     /* WINED3DSIH_BREAKP                */ "breakp",
46     /* WINED3DSIH_CALL                  */ "call",
47     /* WINED3DSIH_CALLNZ                */ "callnz",
48     /* WINED3DSIH_CMP                   */ "cmp",
49     /* WINED3DSIH_CND                   */ "cnd",
50     /* WINED3DSIH_CRS                   */ "crs",
51     /* WINED3DSIH_CUT                   */ "cut",
52     /* WINED3DSIH_DCL                   */ "dcl",
53     /* WINED3DSIH_DCL_VERTICES_OUT      */ "dcl_maxOutputVertexCount",
54     /* WINED3DSIH_DEF                   */ "def",
55     /* WINED3DSIH_DEFB                  */ "defb",
56     /* WINED3DSIH_DEFI                  */ "defi",
57     /* WINED3DSIH_DIV                   */ "div",
58     /* WINED3DSIH_DP2ADD                */ "dp2add",
59     /* WINED3DSIH_DP3                   */ "dp3",
60     /* WINED3DSIH_DP4                   */ "dp4",
61     /* WINED3DSIH_DST                   */ "dst",
62     /* WINED3DSIH_DSX                   */ "dsx",
63     /* WINED3DSIH_DSY                   */ "dsy",
64     /* WINED3DSIH_ELSE                  */ "else",
65     /* WINED3DSIH_EMIT                  */ "emit",
66     /* WINED3DSIH_ENDIF                 */ "endif",
67     /* WINED3DSIH_ENDLOOP               */ "endloop",
68     /* WINED3DSIH_ENDREP                */ "endrep",
69     /* WINED3DSIH_EQ                    */ "eq",
70     /* WINED3DSIH_EXP                   */ "exp",
71     /* WINED3DSIH_EXPP                  */ "expp",
72     /* WINED3DSIH_FRC                   */ "frc",
73     /* WINED3DSIH_FTOI                  */ "ftoi",
74     /* WINED3DSIH_GE                    */ "ge",
75     /* WINED3DSIH_IADD                  */ "iadd",
76     /* WINED3DSIH_IEQ                   */ "ieq",
77     /* WINED3DSIH_IF                    */ "if",
78     /* WINED3DSIH_IFC                   */ "ifc",
79     /* WINED3DSIH_IGE                   */ "ige",
80     /* WINED3DSIH_IMUL                  */ "imul",
81     /* WINED3DSIH_ITOF                  */ "itof",
82     /* WINED3DSIH_LABEL                 */ "label",
83     /* WINED3DSIH_LD                    */ "ld",
84     /* WINED3DSIH_LIT                   */ "lit",
85     /* WINED3DSIH_LOG                   */ "log",
86     /* WINED3DSIH_LOGP                  */ "logp",
87     /* WINED3DSIH_LOOP                  */ "loop",
88     /* WINED3DSIH_LRP                   */ "lrp",
89     /* WINED3DSIH_LT                    */ "lt",
90     /* WINED3DSIH_M3x2                  */ "m3x2",
91     /* WINED3DSIH_M3x3                  */ "m3x3",
92     /* WINED3DSIH_M3x4                  */ "m3x4",
93     /* WINED3DSIH_M4x3                  */ "m4x3",
94     /* WINED3DSIH_M4x4                  */ "m4x4",
95     /* WINED3DSIH_MAD                   */ "mad",
96     /* WINED3DSIH_MAX                   */ "max",
97     /* WINED3DSIH_MIN                   */ "min",
98     /* WINED3DSIH_MOV                   */ "mov",
99     /* WINED3DSIH_MOVA                  */ "mova",
100     /* WINED3DSIH_MOVC                  */ "movc",
101     /* WINED3DSIH_MUL                   */ "mul",
102     /* WINED3DSIH_NOP                   */ "nop",
103     /* WINED3DSIH_NRM                   */ "nrm",
104     /* WINED3DSIH_PHASE                 */ "phase",
105     /* WINED3DSIH_POW                   */ "pow",
106     /* WINED3DSIH_RCP                   */ "rcp",
107     /* WINED3DSIH_REP                   */ "rep",
108     /* WINED3DSIH_RET                   */ "ret",
109     /* WINED3DSIH_ROUND_NI              */ "round_ni",
110     /* WINED3DSIH_RSQ                   */ "rsq",
111     /* WINED3DSIH_SAMPLE                */ "sample",
112     /* WINED3DSIH_SAMPLE_GRAD           */ "sample_d",
113     /* WINED3DSIH_SAMPLE_LOD            */ "sample_l",
114     /* WINED3DSIH_SETP                  */ "setp",
115     /* WINED3DSIH_SGE                   */ "sge",
116     /* WINED3DSIH_SGN                   */ "sgn",
117     /* WINED3DSIH_SINCOS                */ "sincos",
118     /* WINED3DSIH_SLT                   */ "slt",
119     /* WINED3DSIH_SQRT                  */ "sqrt",
120     /* WINED3DSIH_SUB                   */ "sub",
121     /* WINED3DSIH_TEX                   */ "texld",
122     /* WINED3DSIH_TEXBEM                */ "texbem",
123     /* WINED3DSIH_TEXBEML               */ "texbeml",
124     /* WINED3DSIH_TEXCOORD              */ "texcrd",
125     /* WINED3DSIH_TEXDEPTH              */ "texdepth",
126     /* WINED3DSIH_TEXDP3                */ "texdp3",
127     /* WINED3DSIH_TEXDP3TEX             */ "texdp3tex",
128     /* WINED3DSIH_TEXKILL               */ "texkill",
129     /* WINED3DSIH_TEXLDD                */ "texldd",
130     /* WINED3DSIH_TEXLDL                */ "texldl",
131     /* WINED3DSIH_TEXM3x2DEPTH          */ "texm3x2depth",
132     /* WINED3DSIH_TEXM3x2PAD            */ "texm3x2pad",
133     /* WINED3DSIH_TEXM3x2TEX            */ "texm3x2tex",
134     /* WINED3DSIH_TEXM3x3               */ "texm3x3",
135     /* WINED3DSIH_TEXM3x3DIFF           */ "texm3x3diff",
136     /* WINED3DSIH_TEXM3x3PAD            */ "texm3x3pad",
137     /* WINED3DSIH_TEXM3x3SPEC           */ "texm3x3spec",
138     /* WINED3DSIH_TEXM3x3TEX            */ "texm3x3tex",
139     /* WINED3DSIH_TEXM3x3VSPEC          */ "texm3x3vspec",
140     /* WINED3DSIH_TEXREG2AR             */ "texreg2ar",
141     /* WINED3DSIH_TEXREG2GB             */ "texreg2gb",
142     /* WINED3DSIH_TEXREG2RGB            */ "texreg2rgb",
143     /* WINED3DSIH_UDIV                  */ "udiv",
144     /* WINED3DSIH_USHR                  */ "ushr",
145     /* WINED3DSIH_UTOF                  */ "utof",
146     /* WINED3DSIH_XOR                   */ "xor",
147 };
148
149 static const char * const semantic_names[] =
150 {
151     /* WINED3D_DECL_USAGE_POSITION      */ "SV_POSITION",
152     /* WINED3D_DECL_USAGE_BLEND_WEIGHT  */ "BLENDWEIGHT",
153     /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
154     /* WINED3D_DECL_USAGE_NORMAL        */ "NORMAL",
155     /* WINED3D_DECL_USAGE_PSIZE         */ "PSIZE",
156     /* WINED3D_DECL_USAGE_TEXCOORD      */ "TEXCOORD",
157     /* WINED3D_DECL_USAGE_TANGENT       */ "TANGENT",
158     /* WINED3D_DECL_USAGE_BINORMAL      */ "BINORMAL",
159     /* WINED3D_DECL_USAGE_TESS_FACTOR   */ "TESSFACTOR",
160     /* WINED3D_DECL_USAGE_POSITIONT     */ "POSITIONT",
161     /* WINED3D_DECL_USAGE_COLOR         */ "COLOR",
162     /* WINED3D_DECL_USAGE_FOG           */ "FOG",
163     /* WINED3D_DECL_USAGE_DEPTH         */ "DEPTH",
164     /* WINED3D_DECL_USAGE_SAMPLE        */ "SAMPLE",
165 };
166
167 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
168 {
169     if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
170     {
171         FIXME("Unrecognized usage %#x.\n", usage);
172         return "UNRECOGNIZED";
173     }
174
175     return semantic_names[usage];
176 }
177
178 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
179 {
180     unsigned int i;
181
182     for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
183     {
184         if (!strcmp(name, semantic_names[i])) return i;
185     }
186
187     return ~0U;
188 }
189
190 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
191 {
192     return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
193 }
194
195 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
196         const struct wined3d_shader_semantic *s)
197 {
198     e->semantic_name = shader_semantic_name_from_usage(s->usage);
199     e->semantic_idx = s->usage_idx;
200     e->sysval_semantic = 0;
201     e->component_type = 0;
202     e->register_idx = s->reg.reg.idx;
203     e->mask = s->reg.write_mask;
204 }
205
206 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
207         enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
208 {
209     e->semantic_name = shader_semantic_name_from_usage(usage);
210     e->semantic_idx = usage_idx;
211     e->sysval_semantic = 0;
212     e->component_type = 0;
213     e->register_idx = reg_idx;
214     e->mask = write_mask;
215 }
216
217 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
218 {
219     switch (version_token >> 16)
220     {
221         case WINED3D_SM1_VS:
222         case WINED3D_SM1_PS:
223             return &sm1_shader_frontend;
224
225         case WINED3D_SM4_PS:
226         case WINED3D_SM4_VS:
227         case WINED3D_SM4_GS:
228             return &sm4_shader_frontend;
229
230         default:
231             FIXME("Unrecognised version token %#x\n", version_token);
232             return NULL;
233     }
234 }
235
236 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
237 {
238     buffer->buffer[0] = '\0';
239     buffer->bsize = 0;
240     buffer->lineNo = 0;
241     buffer->newline = TRUE;
242 }
243
244 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
245 {
246     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
247     if (!buffer->buffer)
248     {
249         ERR("Failed to allocate shader buffer memory.\n");
250         return FALSE;
251     }
252
253     shader_buffer_clear(buffer);
254     return TRUE;
255 }
256
257 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
258 {
259     HeapFree(GetProcessHeap(), 0, buffer->buffer);
260 }
261
262 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
263 {
264     char *base = buffer->buffer + buffer->bsize;
265     int rc;
266
267     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
268
269     if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
270     {
271         ERR("The buffer allocated for the shader program string "
272             "is too small at %d bytes.\n", SHADER_PGMSIZE);
273         buffer->bsize = SHADER_PGMSIZE - 1;
274         return -1;
275     }
276
277     if (buffer->newline)
278     {
279         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
280         buffer->newline = FALSE;
281     }
282     else
283     {
284         TRACE("%s", base);
285     }
286
287     buffer->bsize += rc;
288     if (buffer->buffer[buffer->bsize-1] == '\n')
289     {
290         ++buffer->lineNo;
291         buffer->newline = TRUE;
292     }
293
294     return 0;
295 }
296
297 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
298 {
299     va_list args;
300     int ret;
301
302     va_start(args, format);
303     ret = shader_vaddline(buffer, format, args);
304     va_end(args);
305
306     return ret;
307 }
308
309 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
310         void *parent, const struct wined3d_parent_ops *parent_ops)
311 {
312     shader->ref = 1;
313     shader->device = device;
314     shader->parent = parent;
315     shader->parent_ops = parent_ops;
316     list_init(&shader->linked_programs);
317     list_add_head(&device->shaders, &shader->shader_list_entry);
318 }
319
320 /* Convert floating point offset relative to a register file to an absolute
321  * offset for float constants. */
322 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
323 {
324     switch (register_type)
325     {
326         case WINED3DSPR_CONST: return register_idx;
327         case WINED3DSPR_CONST2: return 2048 + register_idx;
328         case WINED3DSPR_CONST3: return 4096 + register_idx;
329         case WINED3DSPR_CONST4: return 6144 + register_idx;
330         default:
331             FIXME("Unsupported register type: %u.\n", register_type);
332             return register_idx;
333     }
334 }
335
336 static void shader_delete_constant_list(struct list *clist)
337 {
338     struct wined3d_shader_lconst *constant;
339     struct list *ptr;
340
341     ptr = list_head(clist);
342     while (ptr)
343     {
344         constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
345         ptr = list_next(clist, ptr);
346         HeapFree(GetProcessHeap(), 0, constant);
347     }
348     list_init(clist);
349 }
350
351 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
352 {
353     DWORD idx, shift;
354     idx = bit >> 5;
355     shift = bit & 0x1f;
356     bitmap[idx] |= (1 << shift);
357 }
358
359 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
360         const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
361 {
362     switch (reg->type)
363     {
364         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
365             if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
366             else reg_maps->address |= 1 << reg->idx;
367             break;
368
369         case WINED3DSPR_TEMP:
370             reg_maps->temporary |= 1 << reg->idx;
371             break;
372
373         case WINED3DSPR_INPUT:
374             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
375             {
376                 if (reg->rel_addr)
377                 {
378                     /* If relative addressing is used, we must assume that all registers
379                      * are used. Even if it is a construct like v3[aL], we can't assume
380                      * that v0, v1 and v2 aren't read because aL can be negative */
381                     unsigned int i;
382                     for (i = 0; i < MAX_REG_INPUT; ++i)
383                     {
384                         shader->u.ps.input_reg_used[i] = TRUE;
385                     }
386                 }
387                 else
388                 {
389                     shader->u.ps.input_reg_used[reg->idx] = TRUE;
390                 }
391             }
392             else reg_maps->input_registers |= 1 << reg->idx;
393             break;
394
395         case WINED3DSPR_RASTOUT:
396             if (reg->idx == 1) reg_maps->fog = 1;
397             break;
398
399         case WINED3DSPR_MISCTYPE:
400             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
401             {
402                 if (!reg->idx) reg_maps->vpos = 1;
403                 else if (reg->idx == 1) reg_maps->usesfacing = 1;
404             }
405             break;
406
407         case WINED3DSPR_CONST:
408             if (reg->rel_addr)
409             {
410                 if (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
411                 if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
412                 reg_maps->usesrelconstF = TRUE;
413             }
414             else
415             {
416                 set_bitmap_bit(reg_maps->constf, reg->idx);
417             }
418             break;
419
420         case WINED3DSPR_CONSTINT:
421             reg_maps->integer_constants |= (1 << reg->idx);
422             break;
423
424         case WINED3DSPR_CONSTBOOL:
425             reg_maps->boolean_constants |= (1 << reg->idx);
426             break;
427
428         case WINED3DSPR_COLOROUT:
429             reg_maps->rt_mask |= (1 << reg->idx);
430             break;
431
432         default:
433             TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
434             break;
435     }
436 }
437
438 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
439 {
440     switch (instr)
441     {
442         case WINED3DSIH_M4x4:
443         case WINED3DSIH_M3x4:
444             return param == 1 ? 3 : 0;
445
446         case WINED3DSIH_M4x3:
447         case WINED3DSIH_M3x3:
448             return param == 1 ? 2 : 0;
449
450         case WINED3DSIH_M3x2:
451             return param == 1 ? 1 : 0;
452
453         default:
454             return 0;
455     }
456 }
457
458 /* Note that this does not count the loop register as an address register. */
459 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
460         struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
461         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
462 {
463     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
464     void *fe_data = shader->frontend_data;
465     struct wined3d_shader_version shader_version;
466     const DWORD *ptr = byte_code;
467
468     memset(reg_maps, 0, sizeof(*reg_maps));
469     reg_maps->min_rel_offset = ~0U;
470
471     fe->shader_read_header(fe_data, &ptr, &shader_version);
472     reg_maps->shader_version = shader_version;
473
474     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
475             sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
476     if (!reg_maps->constf)
477     {
478         ERR("Failed to allocate constant map memory.\n");
479         return E_OUTOFMEMORY;
480     }
481
482     while (!fe->shader_is_end(fe_data, &ptr))
483     {
484         struct wined3d_shader_instruction ins;
485         const char *comment;
486         UINT comment_size;
487
488         /* Skip comments. */
489         fe->shader_read_comment(&ptr, &comment, &comment_size);
490         if (comment) continue;
491
492         /* Fetch opcode. */
493         fe->shader_read_instruction(fe_data, &ptr, &ins);
494
495         /* Unhandled opcode, and its parameters. */
496         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
497         {
498             TRACE("Skipping unrecognized instruction.\n");
499             continue;
500         }
501
502         /* Handle declarations. */
503         if (ins.handler_idx == WINED3DSIH_DCL)
504         {
505             struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
506
507             switch (semantic->reg.reg.type)
508             {
509                 /* Mark input registers used. */
510                 case WINED3DSPR_INPUT:
511                     reg_maps->input_registers |= 1 << semantic->reg.reg.idx;
512                     shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx], semantic);
513                     break;
514
515                 /* Vertex shader: mark 3.0 output registers used, save token. */
516                 case WINED3DSPR_OUTPUT:
517                     reg_maps->output_registers |= 1 << semantic->reg.reg.idx;
518                     shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx], semantic);
519                     if (semantic->usage == WINED3D_DECL_USAGE_FOG)
520                         reg_maps->fog = 1;
521                     break;
522
523                 /* Save sampler usage token. */
524                 case WINED3DSPR_SAMPLER:
525                     reg_maps->sampler_type[semantic->reg.reg.idx] = semantic->sampler_type;
526                     break;
527
528                 default:
529                     TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
530                     break;
531             }
532         }
533         else if (ins.handler_idx == WINED3DSIH_DEF)
534         {
535             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
536             if (!lconst) return E_OUTOFMEMORY;
537
538             lconst->idx = ins.dst[0].reg.idx;
539             memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
540
541             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
542             if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
543             {
544                 float *value = (float *)lconst->value;
545                 if (value[0] < -1.0f) value[0] = -1.0f;
546                 else if (value[0] > 1.0f) value[0] = 1.0f;
547                 if (value[1] < -1.0f) value[1] = -1.0f;
548                 else if (value[1] > 1.0f) value[1] = 1.0f;
549                 if (value[2] < -1.0f) value[2] = -1.0f;
550                 else if (value[2] > 1.0f) value[2] = 1.0f;
551                 if (value[3] < -1.0f) value[3] = -1.0f;
552                 else if (value[3] > 1.0f) value[3] = 1.0f;
553             }
554
555             list_add_head(&shader->constantsF, &lconst->entry);
556         }
557         else if (ins.handler_idx == WINED3DSIH_DEFI)
558         {
559             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
560             if (!lconst) return E_OUTOFMEMORY;
561
562             lconst->idx = ins.dst[0].reg.idx;
563             memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
564
565             list_add_head(&shader->constantsI, &lconst->entry);
566             reg_maps->local_int_consts |= (1 << lconst->idx);
567         }
568         else if (ins.handler_idx == WINED3DSIH_DEFB)
569         {
570             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
571             if (!lconst) return E_OUTOFMEMORY;
572
573             lconst->idx = ins.dst[0].reg.idx;
574             memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
575
576             list_add_head(&shader->constantsB, &lconst->entry);
577             reg_maps->local_bool_consts |= (1 << lconst->idx);
578         }
579         /* For subroutine prototypes. */
580         else if (ins.handler_idx == WINED3DSIH_LABEL)
581         {
582             reg_maps->labels |= 1 << ins.src[0].reg.idx;
583         }
584         /* Set texture, address, temporary registers. */
585         else
586         {
587             BOOL color0_mov = FALSE;
588             unsigned int i;
589
590             /* This will loop over all the registers and try to
591              * make a bitmask of the ones we're interested in.
592              *
593              * Relative addressing tokens are ignored, but that's
594              * okay, since we'll catch any address registers when
595              * they are initialized (required by spec). */
596             for (i = 0; i < ins.dst_count; ++i)
597             {
598                 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
599
600                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
601                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
602                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
603                 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
604                 {
605                     UINT idx = ins.dst[i].reg.idx;
606
607                     switch (ins.dst[i].reg.type)
608                     {
609                         case WINED3DSPR_RASTOUT:
610                             switch (idx)
611                             {
612                                 case 0: /* oPos */
613                                     reg_maps->output_registers |= 1 << 10;
614                                     shader_signature_from_usage(&output_signature[10],
615                                             WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
616                                     break;
617
618                                 case 1: /* oFog */
619                                     reg_maps->output_registers |= 1 << 11;
620                                     shader_signature_from_usage(&output_signature[11],
621                                             WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
622                                     break;
623
624                                 case 2: /* oPts */
625                                     reg_maps->output_registers |= 1 << 11;
626                                     shader_signature_from_usage(&output_signature[11],
627                                             WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
628                                     break;
629                             }
630                             break;
631
632                         case WINED3DSPR_ATTROUT:
633                             if (idx < 2)
634                             {
635                                 idx += 8;
636                                 if (reg_maps->output_registers & (1 << idx))
637                                 {
638                                     output_signature[idx].mask |= ins.dst[i].write_mask;
639                                 }
640                                 else
641                                 {
642                                     reg_maps->output_registers |= 1 << idx;
643                                     shader_signature_from_usage(&output_signature[idx],
644                                             WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
645                                 }
646                             }
647                             break;
648
649                         case WINED3DSPR_TEXCRDOUT:
650
651                             reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
652                             if (reg_maps->output_registers & (1 << idx))
653                             {
654                                 output_signature[idx].mask |= ins.dst[i].write_mask;
655                             }
656                             else
657                             {
658                                 reg_maps->output_registers |= 1 << idx;
659                                 shader_signature_from_usage(&output_signature[idx],
660                                         WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
661                             }
662                             break;
663
664                         default:
665                             break;
666                     }
667                 }
668
669                 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
670                 {
671                     if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx)
672                     {
673                         /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
674                          * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
675                          * the mov and perform the sRGB write correction from the source register.
676                          *
677                          * However, if the mov is only partial, we can't do this, and if the write
678                          * comes from an instruction other than MOV it is hard to do as well. If
679                          * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
680                         shader->u.ps.color0_mov = FALSE;
681                         if (ins.handler_idx == WINED3DSIH_MOV
682                                 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
683                         {
684                             /* Used later when the source register is read. */
685                             color0_mov = TRUE;
686                         }
687                     }
688                     /* Also drop the MOV marker if the source register is overwritten prior to the shader
689                      * end
690                      */
691                     else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
692                             && ins.dst[i].reg.idx == shader->u.ps.color0_reg)
693                     {
694                         shader->u.ps.color0_mov = FALSE;
695                     }
696                 }
697
698                 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
699                 if (shader_version.major == 1
700                         && (ins.handler_idx == WINED3DSIH_TEX
701                             || ins.handler_idx == WINED3DSIH_TEXBEM
702                             || ins.handler_idx == WINED3DSIH_TEXBEML
703                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
704                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
705                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
706                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
707                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
708                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
709                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
710                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
711                 {
712                     /* Fake sampler usage, only set reserved bit and type. */
713                     DWORD sampler_code = ins.dst[i].reg.idx;
714
715                     TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
716                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
717
718                     /* texbem is only valid with < 1.4 pixel shaders */
719                     if (ins.handler_idx == WINED3DSIH_TEXBEM
720                             || ins.handler_idx == WINED3DSIH_TEXBEML)
721                     {
722                         reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx;
723                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
724                         {
725                             reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx;
726                         }
727                     }
728                 }
729                 else if (ins.handler_idx == WINED3DSIH_BEM)
730                 {
731                     reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx;
732                 }
733             }
734
735             if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
736             else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
737             else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
738             else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
739             else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
740             else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
741             else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
742             else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
743             else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
744             else if (ins.handler_idx == WINED3DSIH_LOOP
745                     || ins.handler_idx == WINED3DSIH_REP)
746             {
747                 ++cur_loop_depth;
748                 if (cur_loop_depth > max_loop_depth)
749                     max_loop_depth = cur_loop_depth;
750             }
751             else if (ins.handler_idx == WINED3DSIH_ENDLOOP
752                     || ins.handler_idx == WINED3DSIH_ENDREP)
753                 --cur_loop_depth;
754
755             if (ins.predicate)
756                 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
757
758             for (i = 0; i < ins.src_count; ++i)
759             {
760                 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
761                 struct wined3d_shader_register reg = ins.src[i].reg;
762
763                 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
764                 while (count)
765                 {
766                     ++reg.idx;
767                     shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
768                     --count;
769                 }
770
771                 if (color0_mov)
772                 {
773                     if (ins.src[i].reg.type == WINED3DSPR_TEMP
774                             && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
775                     {
776                         shader->u.ps.color0_mov = TRUE;
777                         shader->u.ps.color0_reg = ins.src[i].reg.idx;
778                     }
779                 }
780             }
781         }
782     }
783     reg_maps->loop_depth = max_loop_depth;
784
785     /* PS before 2.0 don't have explicit color outputs. Instead the value of
786      * R0 is written to the render target. */
787     if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
788         reg_maps->rt_mask |= (1 << 0);
789
790     shader->functionLength = ((const char *)ptr - (const char *)byte_code);
791
792     return WINED3D_OK;
793 }
794
795 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
796 {
797     DWORD map = 1 << max;
798     map |= map - 1;
799     map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
800
801     return wined3d_log2i(map);
802 }
803
804 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
805         const struct wined3d_shader_version *shader_version)
806 {
807     TRACE("dcl");
808
809     if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
810     {
811         switch (semantic->sampler_type)
812         {
813             case WINED3DSTT_2D: TRACE("_2d"); break;
814             case WINED3DSTT_CUBE: TRACE("_cube"); break;
815             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
816             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
817         }
818     }
819     else
820     {
821         /* Pixel shaders 3.0 don't have usage semantics. */
822         if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
823         else TRACE("_");
824
825         switch (semantic->usage)
826         {
827             case WINED3D_DECL_USAGE_POSITION:
828                 TRACE("position%u", semantic->usage_idx);
829                 break;
830
831             case WINED3D_DECL_USAGE_BLEND_INDICES:
832                 TRACE("blend");
833                 break;
834
835             case WINED3D_DECL_USAGE_BLEND_WEIGHT:
836                 TRACE("weight");
837                 break;
838
839             case WINED3D_DECL_USAGE_NORMAL:
840                 TRACE("normal%u", semantic->usage_idx);
841                 break;
842
843             case WINED3D_DECL_USAGE_PSIZE:
844                 TRACE("psize");
845                 break;
846
847             case WINED3D_DECL_USAGE_COLOR:
848                 if (!semantic->usage_idx) TRACE("color");
849                 else TRACE("specular%u", (semantic->usage_idx - 1));
850                 break;
851
852             case WINED3D_DECL_USAGE_TEXCOORD:
853                 TRACE("texture%u", semantic->usage_idx);
854                 break;
855
856             case WINED3D_DECL_USAGE_TANGENT:
857                 TRACE("tangent");
858                 break;
859
860             case WINED3D_DECL_USAGE_BINORMAL:
861                 TRACE("binormal");
862                 break;
863
864             case WINED3D_DECL_USAGE_TESS_FACTOR:
865                 TRACE("tessfactor");
866                 break;
867
868             case WINED3D_DECL_USAGE_POSITIONT:
869                 TRACE("positionT%u", semantic->usage_idx);
870                 break;
871
872             case WINED3D_DECL_USAGE_FOG:
873                 TRACE("fog");
874                 break;
875
876             case WINED3D_DECL_USAGE_DEPTH:
877                 TRACE("depth");
878                 break;
879
880             case WINED3D_DECL_USAGE_SAMPLE:
881                 TRACE("sample");
882                 break;
883
884             default:
885                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
886         }
887     }
888 }
889
890 static void shader_dump_register(const struct wined3d_shader_register *reg,
891         const struct wined3d_shader_version *shader_version)
892 {
893     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
894     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
895     UINT offset = reg->idx;
896
897     switch (reg->type)
898     {
899         case WINED3DSPR_TEMP:
900             TRACE("r");
901             break;
902
903         case WINED3DSPR_INPUT:
904             TRACE("v");
905             break;
906
907         case WINED3DSPR_CONST:
908         case WINED3DSPR_CONST2:
909         case WINED3DSPR_CONST3:
910         case WINED3DSPR_CONST4:
911             TRACE("c");
912             offset = shader_get_float_offset(reg->type, reg->idx);
913             break;
914
915         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
916             TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
917             break;
918
919         case WINED3DSPR_RASTOUT:
920             TRACE("%s", rastout_reg_names[reg->idx]);
921             break;
922
923         case WINED3DSPR_COLOROUT:
924             TRACE("oC");
925             break;
926
927         case WINED3DSPR_DEPTHOUT:
928             TRACE("oDepth");
929             break;
930
931         case WINED3DSPR_ATTROUT:
932             TRACE("oD");
933             break;
934
935         case WINED3DSPR_TEXCRDOUT:
936             /* Vertex shaders >= 3.0 use general purpose output registers
937              * (WINED3DSPR_OUTPUT), which can include an address token. */
938             if (shader_version->major >= 3) TRACE("o");
939             else TRACE("oT");
940             break;
941
942         case WINED3DSPR_CONSTINT:
943             TRACE("i");
944             break;
945
946         case WINED3DSPR_CONSTBOOL:
947             TRACE("b");
948             break;
949
950         case WINED3DSPR_LABEL:
951             TRACE("l");
952             break;
953
954         case WINED3DSPR_LOOP:
955             TRACE("aL");
956             break;
957
958         case WINED3DSPR_SAMPLER:
959             TRACE("s");
960             break;
961
962         case WINED3DSPR_MISCTYPE:
963             if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
964             else TRACE("%s", misctype_reg_names[reg->idx]);
965             break;
966
967         case WINED3DSPR_PREDICATE:
968             TRACE("p");
969             break;
970
971         case WINED3DSPR_IMMCONST:
972             TRACE("l");
973             break;
974
975         case WINED3DSPR_CONSTBUFFER:
976             TRACE("cb");
977             break;
978
979         case WINED3DSPR_NULL:
980             TRACE("null");
981             break;
982
983         case WINED3DSPR_RESOURCE:
984             TRACE("t");
985             break;
986
987         default:
988             TRACE("unhandled_rtype(%#x)", reg->type);
989             break;
990     }
991
992     if (reg->type == WINED3DSPR_IMMCONST)
993     {
994         TRACE("(");
995         switch (reg->immconst_type)
996         {
997             case WINED3D_IMMCONST_SCALAR:
998                 switch (reg->data_type)
999                 {
1000                     case WINED3D_DATA_FLOAT:
1001                         TRACE("%.8e", *(const float *)reg->immconst_data);
1002                         break;
1003                     case WINED3D_DATA_INT:
1004                         TRACE("%d", reg->immconst_data[0]);
1005                         break;
1006                     case WINED3D_DATA_RESOURCE:
1007                     case WINED3D_DATA_SAMPLER:
1008                     case WINED3D_DATA_UINT:
1009                         TRACE("%u", reg->immconst_data[0]);
1010                         break;
1011                     default:
1012                         TRACE("<unhandled data type %#x>", reg->data_type);
1013                         break;
1014                 }
1015                 break;
1016
1017             case WINED3D_IMMCONST_VEC4:
1018                 switch (reg->data_type)
1019                 {
1020                     case WINED3D_DATA_FLOAT:
1021                         TRACE("%.8e, %.8e, %.8e, %.8e",
1022                                 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1023                                 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1024                         break;
1025                     case WINED3D_DATA_INT:
1026                         TRACE("%d, %d, %d, %d",
1027                                 reg->immconst_data[0], reg->immconst_data[1],
1028                                 reg->immconst_data[2], reg->immconst_data[3]);
1029                         break;
1030                     case WINED3D_DATA_RESOURCE:
1031                     case WINED3D_DATA_SAMPLER:
1032                     case WINED3D_DATA_UINT:
1033                         TRACE("%u, %u, %u, %u",
1034                                 reg->immconst_data[0], reg->immconst_data[1],
1035                                 reg->immconst_data[2], reg->immconst_data[3]);
1036                         break;
1037                     default:
1038                         TRACE("<unhandled data type %#x>\n", reg->data_type);
1039                         break;
1040                 }
1041                 break;
1042
1043             default:
1044                 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1045                 break;
1046         }
1047         TRACE(")");
1048     }
1049     else if (reg->type != WINED3DSPR_RASTOUT
1050             && reg->type != WINED3DSPR_MISCTYPE
1051             && reg->type != WINED3DSPR_NULL)
1052     {
1053         if (reg->array_idx != ~0U)
1054         {
1055             TRACE("%u[%u", offset, reg->array_idx);
1056             if (reg->rel_addr)
1057             {
1058                 TRACE(" + ");
1059                 shader_dump_src_param(reg->rel_addr, shader_version);
1060             }
1061             TRACE("]");
1062         }
1063         else
1064         {
1065             if (reg->rel_addr)
1066             {
1067                 TRACE("[");
1068                 shader_dump_src_param(reg->rel_addr, shader_version);
1069                 TRACE(" + ");
1070             }
1071             TRACE("%u", offset);
1072             if (reg->rel_addr) TRACE("]");
1073         }
1074     }
1075 }
1076
1077 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1078         const struct wined3d_shader_version *shader_version)
1079 {
1080     DWORD write_mask = param->write_mask;
1081
1082     shader_dump_register(&param->reg, shader_version);
1083
1084     if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1085     {
1086         static const char *write_mask_chars = "xyzw";
1087
1088         TRACE(".");
1089         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1090         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1091         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1092         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1093     }
1094 }
1095
1096 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1097         const struct wined3d_shader_version *shader_version)
1098 {
1099     enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1100     DWORD swizzle = param->swizzle;
1101
1102     if (src_modifier == WINED3DSPSM_NEG
1103             || src_modifier == WINED3DSPSM_BIASNEG
1104             || src_modifier == WINED3DSPSM_SIGNNEG
1105             || src_modifier == WINED3DSPSM_X2NEG
1106             || src_modifier == WINED3DSPSM_ABSNEG)
1107         TRACE("-");
1108     else if (src_modifier == WINED3DSPSM_COMP)
1109         TRACE("1-");
1110     else if (src_modifier == WINED3DSPSM_NOT)
1111         TRACE("!");
1112
1113     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1114         TRACE("abs(");
1115
1116     shader_dump_register(&param->reg, shader_version);
1117
1118     if (src_modifier)
1119     {
1120         switch (src_modifier)
1121         {
1122             case WINED3DSPSM_NONE:    break;
1123             case WINED3DSPSM_NEG:     break;
1124             case WINED3DSPSM_NOT:     break;
1125             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
1126             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1127             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
1128             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1129             case WINED3DSPSM_COMP:    break;
1130             case WINED3DSPSM_X2:      TRACE("_x2"); break;
1131             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
1132             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
1133             case WINED3DSPSM_DW:      TRACE("_dw"); break;
1134             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
1135             case WINED3DSPSM_ABS:     TRACE(")"); break;
1136             default:                  TRACE("_unknown_modifier(%#x)", src_modifier);
1137         }
1138     }
1139
1140     if (swizzle != WINED3DSP_NOSWIZZLE)
1141     {
1142         static const char *swizzle_chars = "xyzw";
1143         DWORD swizzle_x = swizzle & 0x03;
1144         DWORD swizzle_y = (swizzle >> 2) & 0x03;
1145         DWORD swizzle_z = (swizzle >> 4) & 0x03;
1146         DWORD swizzle_w = (swizzle >> 6) & 0x03;
1147
1148         if (swizzle_x == swizzle_y
1149                 && swizzle_x == swizzle_z
1150                 && swizzle_x == swizzle_w)
1151         {
1152             TRACE(".%c", swizzle_chars[swizzle_x]);
1153         }
1154         else
1155         {
1156             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1157                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1158         }
1159     }
1160 }
1161
1162 /* Shared code in order to generate the bulk of the shader string.
1163  * NOTE: A description of how to parse tokens can be found on MSDN. */
1164 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1165         const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1166 {
1167     struct wined3d_device *device = shader->device;
1168     const struct wined3d_shader_frontend *fe = shader->frontend;
1169     void *fe_data = shader->frontend_data;
1170     struct wined3d_shader_version shader_version;
1171     struct wined3d_shader_loop_state loop_state;
1172     struct wined3d_shader_instruction ins;
1173     struct wined3d_shader_tex_mx tex_mx;
1174     struct wined3d_shader_context ctx;
1175     const DWORD *ptr = byte_code;
1176
1177     /* Initialize current parsing state. */
1178     tex_mx.current_row = 0;
1179     loop_state.current_depth = 0;
1180     loop_state.current_reg = 0;
1181
1182     ctx.shader = shader;
1183     ctx.gl_info = &device->adapter->gl_info;
1184     ctx.reg_maps = reg_maps;
1185     ctx.buffer = buffer;
1186     ctx.tex_mx = &tex_mx;
1187     ctx.loop_state = &loop_state;
1188     ctx.backend_data = backend_ctx;
1189     ins.ctx = &ctx;
1190
1191     fe->shader_read_header(fe_data, &ptr, &shader_version);
1192
1193     while (!fe->shader_is_end(fe_data, &ptr))
1194     {
1195         const char *comment;
1196         UINT comment_size;
1197
1198         /* Skip comment tokens. */
1199         fe->shader_read_comment(&ptr, &comment, &comment_size);
1200         if (comment) continue;
1201
1202         /* Read opcode. */
1203         fe->shader_read_instruction(fe_data, &ptr, &ins);
1204
1205         /* Unknown opcode and its parameters. */
1206         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1207         {
1208             TRACE("Skipping unrecognized instruction.\n");
1209             continue;
1210         }
1211
1212         if (ins.predicate)
1213             FIXME("Predicates not implemented.\n");
1214
1215         /* Call appropriate function for output target */
1216         device->shader_backend->shader_handle_instruction(&ins);
1217     }
1218 }
1219
1220 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1221 {
1222     DWORD mmask = dst->modifiers;
1223
1224     switch (dst->shift)
1225     {
1226         case 0: break;
1227         case 13: TRACE("_d8"); break;
1228         case 14: TRACE("_d4"); break;
1229         case 15: TRACE("_d2"); break;
1230         case 1: TRACE("_x2"); break;
1231         case 2: TRACE("_x4"); break;
1232         case 3: TRACE("_x8"); break;
1233         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1234     }
1235
1236     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1237     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1238     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1239
1240     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1241     if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1242 }
1243
1244 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1245 {
1246     struct wined3d_shader_version shader_version;
1247     const DWORD *ptr = byte_code;
1248     const char *type_prefix;
1249     DWORD i;
1250
1251     TRACE("Parsing %p.\n", byte_code);
1252
1253     fe->shader_read_header(fe_data, &ptr, &shader_version);
1254
1255     switch (shader_version.type)
1256     {
1257         case WINED3D_SHADER_TYPE_VERTEX:
1258             type_prefix = "vs";
1259             break;
1260
1261         case WINED3D_SHADER_TYPE_GEOMETRY:
1262             type_prefix = "gs";
1263             break;
1264
1265         case WINED3D_SHADER_TYPE_PIXEL:
1266             type_prefix = "ps";
1267             break;
1268
1269         default:
1270             FIXME("Unhandled shader type %#x.\n", shader_version.type);
1271             type_prefix = "unknown";
1272             break;
1273     }
1274
1275     TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1276
1277     while (!fe->shader_is_end(fe_data, &ptr))
1278     {
1279         struct wined3d_shader_instruction ins;
1280         const char *comment;
1281         UINT comment_size;
1282
1283         /* comment */
1284         fe->shader_read_comment(&ptr, &comment, &comment_size);
1285         if (comment)
1286         {
1287             if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1288             {
1289                 const char *end = comment + comment_size;
1290                 const char *ptr = comment + 4;
1291                 const char *line = ptr;
1292
1293                 TRACE("// TEXT\n");
1294                 while (ptr != end)
1295                 {
1296                     if (*ptr == '\n')
1297                     {
1298                         UINT len = ptr - line;
1299                         if (len && *(ptr - 1) == '\r') --len;
1300                         TRACE("// %s\n", debugstr_an(line, len));
1301                         line = ++ptr;
1302                     }
1303                     else ++ptr;
1304                 }
1305                 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1306             }
1307             else TRACE("// %s\n", debugstr_an(comment, comment_size));
1308             continue;
1309         }
1310
1311         fe->shader_read_instruction(fe_data, &ptr, &ins);
1312         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1313         {
1314             TRACE("Skipping unrecognized instruction.\n");
1315             continue;
1316         }
1317
1318         if (ins.handler_idx == WINED3DSIH_DCL)
1319         {
1320             shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1321             shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1322             TRACE(" ");
1323             shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1324         }
1325         else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1326         {
1327             TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1328         }
1329         else if (ins.handler_idx == WINED3DSIH_DEF)
1330         {
1331             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type, ins.dst[0].reg.idx),
1332                     *(const float *)&ins.src[0].reg.immconst_data[0],
1333                     *(const float *)&ins.src[0].reg.immconst_data[1],
1334                     *(const float *)&ins.src[0].reg.immconst_data[2],
1335                     *(const float *)&ins.src[0].reg.immconst_data[3]);
1336         }
1337         else if (ins.handler_idx == WINED3DSIH_DEFI)
1338         {
1339             TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx,
1340                     ins.src[0].reg.immconst_data[0],
1341                     ins.src[0].reg.immconst_data[1],
1342                     ins.src[0].reg.immconst_data[2],
1343                     ins.src[0].reg.immconst_data[3]);
1344         }
1345         else if (ins.handler_idx == WINED3DSIH_DEFB)
1346         {
1347             TRACE("defb b%u = %s", ins.dst[0].reg.idx, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1348         }
1349         else
1350         {
1351             if (ins.predicate)
1352             {
1353                 TRACE("(");
1354                 shader_dump_src_param(ins.predicate, &shader_version);
1355                 TRACE(") ");
1356             }
1357
1358             /* PixWin marks instructions with the coissue flag with a '+' */
1359             if (ins.coissue) TRACE("+");
1360
1361             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1362
1363             if (ins.handler_idx == WINED3DSIH_IFC
1364                     || ins.handler_idx == WINED3DSIH_BREAKC)
1365             {
1366                 switch (ins.flags)
1367                 {
1368                     case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1369                     case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1370                     case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1371                     case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1372                     case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1373                     case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1374                     default: TRACE("_(%u)", ins.flags);
1375                 }
1376             }
1377             else if (ins.handler_idx == WINED3DSIH_TEX
1378                     && shader_version.major >= 2
1379                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1380             {
1381                 TRACE("p");
1382             }
1383
1384             for (i = 0; i < ins.dst_count; ++i)
1385             {
1386                 shader_dump_ins_modifiers(&ins.dst[i]);
1387                 TRACE(!i ? " " : ", ");
1388                 shader_dump_dst_param(&ins.dst[i], &shader_version);
1389             }
1390
1391             /* Other source tokens */
1392             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1393             {
1394                 TRACE(!i ? " " : ", ");
1395                 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1396             }
1397         }
1398         TRACE("\n");
1399     }
1400 }
1401
1402 static void shader_cleanup(struct wined3d_shader *shader)
1403 {
1404     shader->device->shader_backend->shader_destroy(shader);
1405     HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1406     HeapFree(GetProcessHeap(), 0, shader->function);
1407     shader_delete_constant_list(&shader->constantsF);
1408     shader_delete_constant_list(&shader->constantsB);
1409     shader_delete_constant_list(&shader->constantsI);
1410     list_remove(&shader->shader_list_entry);
1411
1412     if (shader->frontend && shader->frontend_data)
1413         shader->frontend->shader_free(shader->frontend_data);
1414 }
1415
1416 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1417 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1418 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1419         enum tex_types tex_type, const SIZE *ds_mask_size) {}
1420 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1421 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1422 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1423 static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1424 static void shader_none_load_np2fixup_constants(void *shader_priv,
1425         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1426 static void shader_none_destroy(struct wined3d_shader *shader) {}
1427 static HRESULT shader_none_alloc(struct wined3d_device *device) {return WINED3D_OK;}
1428 static void shader_none_free(struct wined3d_device *device) {}
1429 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
1430
1431 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1432 {
1433     /* Set the shader caps to 0 for the none shader backend */
1434     caps->VertexShaderVersion = 0;
1435     caps->MaxVertexShaderConst = 0;
1436     caps->PixelShaderVersion = 0;
1437     caps->PixelShader1xMaxValue = 0.0f;
1438     caps->MaxPixelShaderConst = 0;
1439     caps->VSClipping = FALSE;
1440 }
1441
1442 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1443 {
1444     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1445     {
1446         TRACE("Checking support for fixup:\n");
1447         dump_color_fixup_desc(fixup);
1448     }
1449
1450     /* Faked to make some apps happy. */
1451     if (!is_complex_fixup(fixup))
1452     {
1453         TRACE("[OK]\n");
1454         return TRUE;
1455     }
1456
1457     TRACE("[FAILED]\n");
1458     return FALSE;
1459 }
1460
1461 const struct wined3d_shader_backend_ops none_shader_backend =
1462 {
1463     shader_none_handle_instruction,
1464     shader_none_select,
1465     shader_none_select_depth_blt,
1466     shader_none_deselect_depth_blt,
1467     shader_none_update_float_vertex_constants,
1468     shader_none_update_float_pixel_constants,
1469     shader_none_load_constants,
1470     shader_none_load_np2fixup_constants,
1471     shader_none_destroy,
1472     shader_none_alloc,
1473     shader_none_free,
1474     shader_none_context_destroyed,
1475     shader_none_get_caps,
1476     shader_none_color_fixup_supported,
1477 };
1478
1479 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1480         const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1481         enum wined3d_shader_type type, unsigned int max_version)
1482 {
1483     struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1484     const struct wined3d_shader_frontend *fe;
1485     HRESULT hr;
1486     unsigned int backend_version;
1487
1488     TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1489             shader, byte_code, output_signature, float_const_count);
1490
1491     fe = shader_select_frontend(*byte_code);
1492     if (!fe)
1493     {
1494         FIXME("Unable to find frontend for shader.\n");
1495         return WINED3DERR_INVALIDCALL;
1496     }
1497     shader->frontend = fe;
1498     shader->frontend_data = fe->shader_init(byte_code, output_signature);
1499     if (!shader->frontend_data)
1500     {
1501         FIXME("Failed to initialize frontend.\n");
1502         return WINED3DERR_INVALIDCALL;
1503     }
1504
1505     /* First pass: trace shader. */
1506     if (TRACE_ON(d3d_shader))
1507         shader_trace_init(fe, shader->frontend_data, byte_code);
1508
1509     /* Initialize immediate constant lists. */
1510     list_init(&shader->constantsF);
1511     list_init(&shader->constantsB);
1512     list_init(&shader->constantsI);
1513
1514     /* Second pass: figure out which registers are used, what the semantics are, etc. */
1515     hr = shader_get_registers_used(shader, fe,
1516             reg_maps, shader->input_signature, shader->output_signature,
1517             byte_code, float_const_count);
1518     if (FAILED(hr)) return hr;
1519
1520     if (reg_maps->shader_version.type != type)
1521     {
1522         WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1523         return WINED3DERR_INVALIDCALL;
1524     }
1525     if (reg_maps->shader_version.major > max_version)
1526     {
1527         WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1528         return WINED3DERR_INVALIDCALL;
1529     }
1530     switch (type)
1531     {
1532         case WINED3D_SHADER_TYPE_VERTEX:
1533             backend_version = shader->device->vshader_version;
1534             break;
1535         case WINED3D_SHADER_TYPE_PIXEL:
1536             backend_version = shader->device->pshader_version;
1537             break;
1538         default:
1539             FIXME("No backend version-checking for this shader type\n");
1540             backend_version = 0;
1541     }
1542     if (reg_maps->shader_version.major > backend_version)
1543     {
1544         WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1545                 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1546         return WINED3DERR_INVALIDCALL;
1547     }
1548
1549     shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1550     if (!shader->function)
1551         return E_OUTOFMEMORY;
1552     memcpy(shader->function, byte_code, shader->functionLength);
1553
1554     return WINED3D_OK;
1555 }
1556
1557 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1558 {
1559     ULONG refcount = InterlockedIncrement(&shader->ref);
1560
1561     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1562
1563     return refcount;
1564 }
1565
1566 /* Do not call while under the GL lock. */
1567 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1568 {
1569     ULONG refcount = InterlockedDecrement(&shader->ref);
1570
1571     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1572
1573     if (!refcount)
1574     {
1575         shader_cleanup(shader);
1576         shader->parent_ops->wined3d_object_destroyed(shader->parent);
1577         HeapFree(GetProcessHeap(), 0, shader);
1578     }
1579
1580     return refcount;
1581 }
1582
1583 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1584 {
1585     TRACE("shader %p.\n", shader);
1586
1587     return shader->parent;
1588 }
1589
1590 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1591         void *byte_code, UINT *byte_code_size)
1592 {
1593     TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1594
1595     if (!byte_code)
1596     {
1597         *byte_code_size = shader->functionLength;
1598         return WINED3D_OK;
1599     }
1600
1601     if (*byte_code_size < shader->functionLength)
1602     {
1603         /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1604          * than the required size we should write the required size and
1605          * return D3DERR_MOREDATA. That's not actually true. */
1606         return WINED3DERR_INVALIDCALL;
1607     }
1608
1609     memcpy(byte_code, shader->function, shader->functionLength);
1610
1611     return WINED3D_OK;
1612 }
1613
1614 /* Set local constants for d3d8 shaders. */
1615 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1616         UINT start_idx, const float *src_data, UINT count)
1617 {
1618     UINT end_idx = start_idx + count;
1619     UINT i;
1620
1621     TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1622
1623     if (end_idx > shader->limits.constant_float)
1624     {
1625         WARN("end_idx %u > float constants limit %u.\n",
1626                 end_idx, shader->limits.constant_float);
1627         end_idx = shader->limits.constant_float;
1628     }
1629
1630     for (i = start_idx; i < end_idx; ++i)
1631     {
1632         struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1633         if (!lconst)
1634             return E_OUTOFMEMORY;
1635
1636         lconst->idx = i;
1637         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1638         list_add_head(&shader->constantsF, &lconst->entry);
1639     }
1640
1641     return WINED3D_OK;
1642 }
1643
1644 void find_vs_compile_args(const struct wined3d_state *state,
1645         const struct wined3d_shader *shader, struct vs_compile_args *args)
1646 {
1647     args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1648             == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1649     args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1650             && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1651     args->swizzle_map = shader->device->strided_streams.swizzle_map;
1652 }
1653
1654 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1655 {
1656     if (usage_idx1 != usage_idx2)
1657         return FALSE;
1658     if (usage1 == usage2)
1659         return TRUE;
1660     if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1661         return TRUE;
1662     if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1663         return TRUE;
1664
1665     return FALSE;
1666 }
1667
1668 BOOL vshader_get_input(const struct wined3d_shader *shader,
1669         BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1670 {
1671     WORD map = shader->reg_maps.input_registers;
1672     unsigned int i;
1673
1674     for (i = 0; map; map >>= 1, ++i)
1675     {
1676         if (!(map & 1)) continue;
1677
1678         if (match_usage(shader->u.vs.attributes[i].usage,
1679                 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1680         {
1681             *regnum = i;
1682             return TRUE;
1683         }
1684     }
1685     return FALSE;
1686 }
1687
1688 static void vertexshader_set_limits(struct wined3d_shader *shader)
1689 {
1690     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1691             shader->reg_maps.shader_version.minor);
1692     struct wined3d_device *device = shader->device;
1693
1694     shader->limits.texcoord = 0;
1695     shader->limits.attributes = 16;
1696     shader->limits.packed_input = 0;
1697
1698     switch (shader_version)
1699     {
1700         case WINED3D_SHADER_VERSION(1, 0):
1701         case WINED3D_SHADER_VERSION(1, 1):
1702             shader->limits.temporary = 12;
1703             shader->limits.constant_bool = 0;
1704             shader->limits.constant_int = 0;
1705             shader->limits.address = 1;
1706             shader->limits.packed_output = 12;
1707             shader->limits.sampler = 0;
1708             shader->limits.label = 0;
1709             /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1710              * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1711              * constants? */
1712             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1713             break;
1714
1715         case WINED3D_SHADER_VERSION(2, 0):
1716         case WINED3D_SHADER_VERSION(2, 1):
1717             shader->limits.temporary = 12;
1718             shader->limits.constant_bool = 16;
1719             shader->limits.constant_int = 16;
1720             shader->limits.address = 1;
1721             shader->limits.packed_output = 12;
1722             shader->limits.sampler = 0;
1723             shader->limits.label = 16;
1724             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1725             break;
1726
1727         case WINED3D_SHADER_VERSION(4, 0):
1728             FIXME("Using 3.0 limits for 4.0 shader.\n");
1729             /* Fall through. */
1730
1731         case WINED3D_SHADER_VERSION(3, 0):
1732             shader->limits.temporary = 32;
1733             shader->limits.constant_bool = 32;
1734             shader->limits.constant_int = 32;
1735             shader->limits.address = 1;
1736             shader->limits.packed_output = 12;
1737             shader->limits.sampler = 4;
1738             shader->limits.label = 16; /* FIXME: 2048 */
1739             /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1740              * even though they are capable of supporting much more (GL
1741              * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1742              * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1743              * shaders to 256. */
1744             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1745             break;
1746
1747         default:
1748             shader->limits.temporary = 12;
1749             shader->limits.constant_bool = 16;
1750             shader->limits.constant_int = 16;
1751             shader->limits.address = 1;
1752             shader->limits.packed_output = 12;
1753             shader->limits.sampler = 0;
1754             shader->limits.label = 16;
1755             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1756             FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1757                     shader->reg_maps.shader_version.major,
1758                     shader->reg_maps.shader_version.minor);
1759     }
1760 }
1761
1762 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1763         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1764         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1765 {
1766     struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1767     unsigned int i;
1768     HRESULT hr;
1769     WORD map;
1770
1771     if (!byte_code) return WINED3DERR_INVALIDCALL;
1772
1773     shader_init(shader, device, parent, parent_ops);
1774     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
1775             WINED3D_SHADER_TYPE_VERTEX, max_version);
1776     if (FAILED(hr))
1777     {
1778         WARN("Failed to set function, hr %#x.\n", hr);
1779         shader_cleanup(shader);
1780         return hr;
1781     }
1782
1783     map = reg_maps->input_registers;
1784     for (i = 0; map; map >>= 1, ++i)
1785     {
1786         if (!(map & 1) || !shader->input_signature[i].semantic_name)
1787             continue;
1788
1789         shader->u.vs.attributes[i].usage =
1790                 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1791         shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1792     }
1793
1794     if (output_signature)
1795     {
1796         for (i = 0; i < output_signature->element_count; ++i)
1797         {
1798             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1799             reg_maps->output_registers |= 1 << e->register_idx;
1800             shader->output_signature[e->register_idx] = *e;
1801         }
1802     }
1803
1804     vertexshader_set_limits(shader);
1805
1806     shader->load_local_constsF = reg_maps->usesrelconstF
1807             && !list_empty(&shader->constantsF);
1808
1809     return WINED3D_OK;
1810 }
1811
1812 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1813         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1814         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1815 {
1816     HRESULT hr;
1817
1818     shader_init(shader, device, parent, parent_ops);
1819     hr = shader_set_function(shader, byte_code, output_signature, 0,
1820             WINED3D_SHADER_TYPE_GEOMETRY, max_version);
1821     if (FAILED(hr))
1822     {
1823         WARN("Failed to set function, hr %#x.\n", hr);
1824         shader_cleanup(shader);
1825         return hr;
1826     }
1827
1828     shader->load_local_constsF = FALSE;
1829
1830     return WINED3D_OK;
1831 }
1832
1833 void find_ps_compile_args(const struct wined3d_state *state,
1834         const struct wined3d_shader *shader, struct ps_compile_args *args)
1835 {
1836     struct wined3d_device *device = shader->device;
1837     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1838     const struct wined3d_texture *texture;
1839     UINT i;
1840
1841     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
1842     if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1843     {
1844         const struct wined3d_surface *rt = state->fb->render_targets[0];
1845         if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
1846         {
1847             static unsigned int warned = 0;
1848
1849             args->srgb_correction = 1;
1850             if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
1851                 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
1852                         "support, expect rendering artifacts.\n");
1853         }
1854     }
1855
1856     if (shader->reg_maps.shader_version.major == 1
1857             && shader->reg_maps.shader_version.minor <= 3)
1858     {
1859         for (i = 0; i < 4; ++i)
1860         {
1861             DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
1862
1863             if (flags & WINED3D_TTFF_PROJECTED)
1864             {
1865                 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
1866
1867                 if (!state->vertex_shader)
1868                 {
1869                     unsigned int j;
1870                     unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
1871                     DWORD max_valid = WINED3D_TTFF_COUNT4;
1872                     enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
1873
1874                     for (j = 0; j < state->vertex_declaration->element_count; ++j)
1875                     {
1876                         struct wined3d_vertex_declaration_element *element =
1877                                 &state->vertex_declaration->elements[j];
1878
1879                         if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
1880                                 && element->usage_idx == index)
1881                         {
1882                             max_valid = element->format->component_count;
1883                             break;
1884                         }
1885                     }
1886                     if (!tex_transform || tex_transform > max_valid)
1887                     {
1888                         WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
1889                                 tex_transform, max_valid);
1890                         tex_transform = max_valid;
1891                     }
1892                     if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
1893                             || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
1894                             || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
1895                         tex_transform |= WINED3D_PSARGS_PROJECTED;
1896                     else
1897                     {
1898                         WARN("Application requested projected texture with unsuitable texture coordinates.\n");
1899                         WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
1900                                 i, tex_transform, sampler_type);
1901                     }
1902                 }
1903                 else
1904                     tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
1905
1906                 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1907             }
1908         }
1909     }
1910
1911     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
1912     {
1913         if (!shader->reg_maps.sampler_type[i])
1914             continue;
1915
1916         texture = state->textures[i];
1917         if (!texture)
1918         {
1919             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
1920             continue;
1921         }
1922         args->color_fixup[i] = texture->resource.format->color_fixup;
1923
1924         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
1925             args->shadow |= 1 << i;
1926
1927         /* Flag samplers that need NP2 texcoord fixup. */
1928         if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
1929             args->np2_fixup |= (1 << i);
1930     }
1931     if (shader->reg_maps.shader_version.major >= 3)
1932     {
1933         if (device->strided_streams.position_transformed)
1934         {
1935             args->vp_mode = pretransformed;
1936         }
1937         else if (use_vs(state))
1938         {
1939             args->vp_mode = vertexshader;
1940         }
1941         else
1942         {
1943             args->vp_mode = fixedfunction;
1944         }
1945         args->fog = FOG_OFF;
1946     }
1947     else
1948     {
1949         args->vp_mode = vertexshader;
1950         if (state->render_states[WINED3D_RS_FOGENABLE])
1951         {
1952             switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1953             {
1954                 case WINED3D_FOG_NONE:
1955                     if (device->strided_streams.position_transformed || use_vs(state))
1956                     {
1957                         args->fog = FOG_LINEAR;
1958                         break;
1959                     }
1960
1961                     switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1962                     {
1963                         case WINED3D_FOG_NONE: /* Fall through. */
1964                         case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
1965                         case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
1966                         case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
1967                     }
1968                     break;
1969
1970                 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
1971                 case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
1972                 case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
1973             }
1974         }
1975         else
1976         {
1977             args->fog = FOG_OFF;
1978         }
1979     }
1980 }
1981
1982 static void pixelshader_set_limits(struct wined3d_shader *shader)
1983 {
1984     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1985             shader->reg_maps.shader_version.minor);
1986
1987     shader->limits.attributes = 0;
1988     shader->limits.address = 0;
1989     shader->limits.packed_output = 0;
1990
1991     switch (shader_version)
1992     {
1993         case WINED3D_SHADER_VERSION(1, 0):
1994         case WINED3D_SHADER_VERSION(1, 1):
1995         case WINED3D_SHADER_VERSION(1, 2):
1996         case WINED3D_SHADER_VERSION(1, 3):
1997             shader->limits.temporary = 2;
1998             shader->limits.constant_float = 8;
1999             shader->limits.constant_int = 0;
2000             shader->limits.constant_bool = 0;
2001             shader->limits.texcoord = 4;
2002             shader->limits.sampler = 4;
2003             shader->limits.packed_input = 0;
2004             shader->limits.label = 0;
2005             break;
2006
2007         case WINED3D_SHADER_VERSION(1, 4):
2008             shader->limits.temporary = 6;
2009             shader->limits.constant_float = 8;
2010             shader->limits.constant_int = 0;
2011             shader->limits.constant_bool = 0;
2012             shader->limits.texcoord = 6;
2013             shader->limits.sampler = 6;
2014             shader->limits.packed_input = 0;
2015             shader->limits.label = 0;
2016             break;
2017
2018         /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2019         case WINED3D_SHADER_VERSION(2, 0):
2020             shader->limits.temporary = 32;
2021             shader->limits.constant_float = 32;
2022             shader->limits.constant_int = 16;
2023             shader->limits.constant_bool = 16;
2024             shader->limits.texcoord = 8;
2025             shader->limits.sampler = 16;
2026             shader->limits.packed_input = 0;
2027             break;
2028
2029         case WINED3D_SHADER_VERSION(2, 1):
2030             shader->limits.temporary = 32;
2031             shader->limits.constant_float = 32;
2032             shader->limits.constant_int = 16;
2033             shader->limits.constant_bool = 16;
2034             shader->limits.texcoord = 8;
2035             shader->limits.sampler = 16;
2036             shader->limits.packed_input = 0;
2037             shader->limits.label = 16;
2038             break;
2039
2040         case WINED3D_SHADER_VERSION(4, 0):
2041             FIXME("Using 3.0 limits for 4.0 shader.\n");
2042             /* Fall through. */
2043
2044         case WINED3D_SHADER_VERSION(3, 0):
2045             shader->limits.temporary = 32;
2046             shader->limits.constant_float = 224;
2047             shader->limits.constant_int = 16;
2048             shader->limits.constant_bool = 16;
2049             shader->limits.texcoord = 0;
2050             shader->limits.sampler = 16;
2051             shader->limits.packed_input = 12;
2052             shader->limits.label = 16; /* FIXME: 2048 */
2053             break;
2054
2055         default:
2056             shader->limits.temporary = 32;
2057             shader->limits.constant_float = 32;
2058             shader->limits.constant_int = 16;
2059             shader->limits.constant_bool = 16;
2060             shader->limits.texcoord = 8;
2061             shader->limits.sampler = 16;
2062             shader->limits.packed_input = 0;
2063             shader->limits.label = 0;
2064             FIXME("Unrecognized pixel shader version %u.%u\n",
2065                     shader->reg_maps.shader_version.major,
2066                     shader->reg_maps.shader_version.minor);
2067     }
2068 }
2069
2070 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2071         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2072         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2073 {
2074     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2075     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2076     HRESULT hr;
2077
2078     if (!byte_code) return WINED3DERR_INVALIDCALL;
2079
2080     shader_init(shader, device, parent, parent_ops);
2081     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
2082             WINED3D_SHADER_TYPE_PIXEL, max_version);
2083     if (FAILED(hr))
2084     {
2085         WARN("Failed to set function, hr %#x.\n", hr);
2086         shader_cleanup(shader);
2087         return hr;
2088     }
2089
2090     pixelshader_set_limits(shader);
2091
2092     for (i = 0; i < MAX_REG_INPUT; ++i)
2093     {
2094         if (shader->u.ps.input_reg_used[i])
2095         {
2096             ++num_regs_used;
2097             highest_reg_used = i;
2098         }
2099     }
2100
2101     /* Don't do any register mapping magic if it is not needed, or if we can't
2102      * achieve anything anyway */
2103     if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2104             || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2105     {
2106         if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2107         {
2108             /* This happens with relative addressing. The input mapper function
2109              * warns about this if the higher registers are declared too, so
2110              * don't write a FIXME here */
2111             WARN("More varying registers used than supported\n");
2112         }
2113
2114         for (i = 0; i < MAX_REG_INPUT; ++i)
2115         {
2116             shader->u.ps.input_reg_map[i] = i;
2117         }
2118
2119         shader->u.ps.declared_in_count = highest_reg_used + 1;
2120     }
2121     else
2122     {
2123         shader->u.ps.declared_in_count = 0;
2124         for (i = 0; i < MAX_REG_INPUT; ++i)
2125         {
2126             if (shader->u.ps.input_reg_used[i])
2127                 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2128             else shader->u.ps.input_reg_map[i] = ~0U;
2129         }
2130     }
2131
2132     shader->load_local_constsF = FALSE;
2133
2134     return WINED3D_OK;
2135 }
2136
2137 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
2138 {
2139     enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2140     unsigned int i;
2141
2142     if (reg_maps->shader_version.major != 1) return;
2143
2144     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2145     {
2146         /* We don't sample from this sampler. */
2147         if (!sampler_type[i]) continue;
2148
2149         if (!textures[i])
2150         {
2151             WARN("No texture bound to sampler %u, using 2D.\n", i);
2152             sampler_type[i] = WINED3DSTT_2D;
2153             continue;
2154         }
2155
2156         switch (textures[i]->target)
2157         {
2158             case GL_TEXTURE_RECTANGLE_ARB:
2159             case GL_TEXTURE_2D:
2160                 /* We have to select between texture rectangles and 2D
2161                  * textures later because 2.0 and 3.0 shaders only have
2162                  * WINED3DSTT_2D as well. */
2163                 sampler_type[i] = WINED3DSTT_2D;
2164                 break;
2165
2166             case GL_TEXTURE_3D:
2167                 sampler_type[i] = WINED3DSTT_VOLUME;
2168                 break;
2169
2170             case GL_TEXTURE_CUBE_MAP_ARB:
2171                 sampler_type[i] = WINED3DSTT_CUBE;
2172                 break;
2173
2174             default:
2175                 FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
2176                 sampler_type[i] = WINED3DSTT_2D;
2177         }
2178     }
2179 }
2180
2181 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2182         const struct wined3d_shader_signature *output_signature, void *parent,
2183         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2184 {
2185     struct wined3d_shader *object;
2186     HRESULT hr;
2187
2188     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2189             device, byte_code, output_signature, parent, parent_ops, shader);
2190
2191     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2192     if (!object)
2193     {
2194         ERR("Failed to allocate shader memory.\n");
2195         return E_OUTOFMEMORY;
2196     }
2197
2198     hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2199     if (FAILED(hr))
2200     {
2201         WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2202         HeapFree(GetProcessHeap(), 0, object);
2203         return hr;
2204     }
2205
2206     TRACE("Created geometry shader %p.\n", object);
2207     *shader = object;
2208
2209     return WINED3D_OK;
2210 }
2211
2212 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2213         const struct wined3d_shader_signature *output_signature, void *parent,
2214         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2215 {
2216     struct wined3d_shader *object;
2217     HRESULT hr;
2218
2219     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2220             device, byte_code, output_signature, parent, parent_ops, shader);
2221
2222     if (device->ps_selected_mode == SHADER_NONE)
2223         return WINED3DERR_INVALIDCALL;
2224
2225     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2226     if (!object)
2227     {
2228         ERR("Failed to allocate shader memory.\n");
2229         return E_OUTOFMEMORY;
2230     }
2231
2232     hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2233     if (FAILED(hr))
2234     {
2235         WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2236         HeapFree(GetProcessHeap(), 0, object);
2237         return hr;
2238     }
2239
2240     TRACE("Created pixel shader %p.\n", object);
2241     *shader = object;
2242
2243     return WINED3D_OK;
2244 }
2245
2246 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2247         const struct wined3d_shader_signature *output_signature, void *parent,
2248         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2249 {
2250     struct wined3d_shader *object;
2251     HRESULT hr;
2252
2253     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2254             device, byte_code, output_signature, parent, parent_ops, shader);
2255
2256     if (device->vs_selected_mode == SHADER_NONE)
2257         return WINED3DERR_INVALIDCALL;
2258
2259     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2260     if (!object)
2261     {
2262         ERR("Failed to allocate shader memory.\n");
2263         return E_OUTOFMEMORY;
2264     }
2265
2266     hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2267     if (FAILED(hr))
2268     {
2269         WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2270         HeapFree(GetProcessHeap(), 0, object);
2271         return hr;
2272     }
2273
2274     TRACE("Created vertex shader %p.\n", object);
2275     *shader = object;
2276
2277     return WINED3D_OK;
2278 }