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[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  *
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 <string.h>
27 #include <stdio.h>
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
31
32 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
33
34 static inline BOOL shader_is_version_token(DWORD token) {
35     return shader_is_pshader_version(token) ||
36            shader_is_vshader_version(token);
37 }
38
39 int shader_addline(
40     SHADER_BUFFER* buffer,  
41     const char *format, ...) {
42
43     char* base = buffer->buffer + buffer->bsize;
44     int rc;
45
46     va_list args;
47     va_start(args, format);
48     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
49     va_end(args);
50
51     if (rc < 0 ||                                   /* C89 */ 
52         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
53
54         ERR("The buffer allocated for the shader program string "
55             "is too small at %d bytes.\n", SHADER_PGMSIZE);
56         buffer->bsize = SHADER_PGMSIZE - 1;
57         return -1;
58     }
59
60     if (buffer->newline) {
61         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
62         buffer->newline = FALSE;
63     } else {
64         TRACE("%s", base);
65     }
66
67     buffer->bsize += rc;
68     if (buffer->buffer[buffer->bsize-1] == '\n') {
69         buffer->lineNo++;
70         buffer->newline = TRUE;
71     }
72     return 0;
73 }
74
75 const SHADER_OPCODE* shader_get_opcode(
76     IWineD3DBaseShader *iface, const DWORD code) {
77
78     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
79
80     DWORD i = 0;
81     DWORD hex_version = This->baseShader.hex_version;
82     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
83
84     /** TODO: use dichotomic search */
85     while (NULL != shader_ins[i].name) {
86         if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
87             (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
88             ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
89             return &shader_ins[i];
90         }
91         ++i;
92     }
93     FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", 
94        code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
95     return NULL;
96 }
97
98 /* Read a parameter opcode from the input stream,
99  * and possibly a relative addressing token.
100  * Return the number of tokens read */
101 int shader_get_param(
102     IWineD3DBaseShader* iface,
103     const DWORD* pToken,
104     DWORD* param,
105     DWORD* addr_token) {
106
107     /* PS >= 3.0 have relative addressing (with token)
108      * VS >= 2.0 have relative addressing (with token)
109      * VS >= 1.0 < 2.0 have relative addressing (without token)
110      * The version check below should work in general */
111
112     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
113     char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
114         ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
115
116     *param = *pToken;
117     *addr_token = rel_token? *(pToken + 1): 0;
118     return rel_token? 2:1;
119 }
120
121 /* Return the number of parameters to skip for an opcode */
122 static inline int shader_skip_opcode(
123     IWineD3DBaseShaderImpl* This,
124     const SHADER_OPCODE* curOpcode,
125     DWORD opcode_token) {
126
127    /* Shaders >= 2.0 may contain address tokens, but fortunately they
128     * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
129
130     return (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2)?
131         ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT):
132         curOpcode->num_params;
133 }
134
135 /* Read the parameters of an unrecognized opcode from the input stream
136  * Return the number of tokens read. 
137  * 
138  * Note: This function assumes source or destination token format.
139  * It will not work with specially-formatted tokens like DEF or DCL, 
140  * but hopefully those would be recognized */
141
142 int shader_skip_unrecognized(
143     IWineD3DBaseShader* iface,
144     const DWORD* pToken) {
145
146     int tokens_read = 0;
147     int i = 0;
148
149     /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
150     while (*pToken & 0x80000000) {
151
152         DWORD param, addr_token;
153         tokens_read += shader_get_param(iface, pToken, &param, &addr_token);
154         pToken += tokens_read;
155
156         FIXME("Unrecognized opcode param: token=%08x "
157             "addr_token=%08x name=", param, addr_token);
158         shader_dump_param(iface, param, addr_token, i);
159         FIXME("\n");
160         ++i;
161     }
162     return tokens_read;
163 }
164
165 /* Convert floating point offset relative
166  * to a register file to an absolute offset for float constants */
167
168 unsigned int shader_get_float_offset(const DWORD reg) {
169
170      unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
171      int regtype = shader_get_regtype(reg);
172
173      switch (regtype) {
174         case WINED3DSPR_CONST: return regnum;
175         case WINED3DSPR_CONST2: return 2048 + regnum;
176         case WINED3DSPR_CONST3: return 4096 + regnum;
177         case WINED3DSPR_CONST4: return 6144 + regnum;
178         default:
179             FIXME("Unsupported register type: %d\n", regtype);
180             return regnum;
181      }
182 }
183
184 static void shader_delete_constant_list(struct list* clist) {
185
186     struct list *ptr;
187     struct local_constant* constant;
188
189     ptr = list_head(clist);
190     while (ptr) {
191         constant = LIST_ENTRY(ptr, struct local_constant, entry);
192         ptr = list_next(clist, ptr);
193         HeapFree(GetProcessHeap(), 0, constant);
194     }
195     list_init(clist);
196 }
197
198 /* Note that this does not count the loop register
199  * as an address register. */
200
201 HRESULT shader_get_registers_used(
202     IWineD3DBaseShader *iface,
203     shader_reg_maps* reg_maps,
204     semantic* semantics_in,
205     semantic* semantics_out,
206     CONST DWORD* pToken,
207     IWineD3DStateBlockImpl *stateBlock) {
208
209     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
210     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
211
212     /* There are some minor differences between pixel and vertex shaders */
213     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
214
215     memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
216     memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
217
218     if (pToken == NULL)
219         return WINED3D_OK;
220
221     /* get_registers_used is called on every compile on some 1.x shaders, which can result
222      * in stacking up a collection of local constants. Delete the old constants if existing
223      */
224     shader_delete_constant_list(&This->baseShader.constantsF);
225     shader_delete_constant_list(&This->baseShader.constantsB);
226     shader_delete_constant_list(&This->baseShader.constantsI);
227
228     while (WINED3DVS_END() != *pToken) {
229         CONST SHADER_OPCODE* curOpcode;
230         DWORD opcode_token;
231
232         /* Skip version */
233         if (shader_is_version_token(*pToken)) {
234              ++pToken;
235              continue;
236
237         /* Skip comments */
238         } else if (shader_is_comment(*pToken)) {
239              DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
240              ++pToken;
241              pToken += comment_len;
242              continue;
243         }
244
245         /* Fetch opcode */
246         opcode_token = *pToken++;
247         curOpcode = shader_get_opcode(iface, opcode_token);
248
249         /* Unhandled opcode, and its parameters */
250         if (NULL == curOpcode) {
251            while (*pToken & 0x80000000)
252                ++pToken;
253
254         /* Handle declarations */
255         } else if (WINED3DSIO_DCL == curOpcode->opcode) {
256
257             DWORD usage = *pToken++;
258             DWORD param = *pToken++;
259             DWORD regtype = shader_get_regtype(param);
260             unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
261
262             /* Vshader: mark attributes used
263                Pshader: mark 3.0 input registers used, save token */
264             if (WINED3DSPR_INPUT == regtype) {
265
266                 if (!pshader)
267                     reg_maps->attributes[regnum] = 1;
268                 else
269                     reg_maps->packed_input[regnum] = 1;
270
271                 semantics_in[regnum].usage = usage;
272                 semantics_in[regnum].reg = param;
273
274             /* Vshader: mark 3.0 output registers used, save token */
275             } else if (WINED3DSPR_OUTPUT == regtype) {
276                 reg_maps->packed_output[regnum] = 1;
277                 semantics_out[regnum].usage = usage;
278                 semantics_out[regnum].reg = param;
279                 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
280                     reg_maps->fog = 1;
281
282             /* Save sampler usage token */
283             } else if (WINED3DSPR_SAMPLER == regtype)
284                 reg_maps->samplers[regnum] = usage;
285
286         } else if (WINED3DSIO_DEF == curOpcode->opcode) {
287
288             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
289             if (!lconst) return E_OUTOFMEMORY;
290             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
291             memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
292
293             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
294             if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && pshader) {
295                 float *value = (float *) lconst->value;
296                 if(value[0] < -1.0) value[0] = -1.0;
297                 else if(value[0] >  1.0) value[0] =  1.0;
298                 if(value[1] < -1.0) value[1] = -1.0;
299                 else if(value[1] >  1.0) value[1] =  1.0;
300                 if(value[2] < -1.0) value[2] = -1.0;
301                 else if(value[2] >  1.0) value[2] =  1.0;
302                 if(value[3] < -1.0) value[3] = -1.0;
303                 else if(value[3] >  1.0) value[3] =  1.0;
304             }
305
306             list_add_head(&This->baseShader.constantsF, &lconst->entry);
307             pToken += curOpcode->num_params;
308
309         } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
310
311             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
312             if (!lconst) return E_OUTOFMEMORY;
313             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
314             memcpy(&lconst->value, pToken + 1, 4 * sizeof(DWORD));
315             list_add_head(&This->baseShader.constantsI, &lconst->entry);
316             pToken += curOpcode->num_params;
317
318         } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
319
320             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
321             if (!lconst) return E_OUTOFMEMORY;
322             lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
323             memcpy(&lconst->value, pToken + 1, 1 * sizeof(DWORD));
324             list_add_head(&This->baseShader.constantsB, &lconst->entry);
325             pToken += curOpcode->num_params;
326
327         /* If there's a loop in the shader */
328         } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
329                    WINED3DSIO_REP == curOpcode->opcode) {
330             cur_loop_depth++;
331             if(cur_loop_depth > max_loop_depth)
332                 max_loop_depth = cur_loop_depth;
333             pToken += curOpcode->num_params;
334
335         } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
336                    WINED3DSIO_ENDREP == curOpcode->opcode) {
337             cur_loop_depth--;
338
339         /* For subroutine prototypes */
340         } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
341
342             DWORD snum = *pToken & WINED3DSP_REGNUM_MASK; 
343             reg_maps->labels[snum] = 1;
344             pToken += curOpcode->num_params;
345
346         /* Set texture, address, temporary registers */
347         } else {
348             int i, limit;
349
350             /* Declare 1.X samplers implicitly, based on the destination reg. number */
351             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
352                 pshader /* Filter different instructions with the same enum values in VS */ &&
353                 (WINED3DSIO_TEX == curOpcode->opcode ||
354                  WINED3DSIO_TEXBEM == curOpcode->opcode ||
355                  WINED3DSIO_TEXBEML == curOpcode->opcode ||
356                  WINED3DSIO_TEXDP3TEX == curOpcode->opcode ||
357                  WINED3DSIO_TEXM3x2TEX == curOpcode->opcode ||
358                  WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
359                  WINED3DSIO_TEXM3x3TEX == curOpcode->opcode ||
360                  WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode ||
361                  WINED3DSIO_TEXREG2AR == curOpcode->opcode ||
362                  WINED3DSIO_TEXREG2GB == curOpcode->opcode ||
363                  WINED3DSIO_TEXREG2RGB == curOpcode->opcode)) {
364
365                 /* Fake sampler usage, only set reserved bit and ttype */
366                 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
367
368                 if(!stateBlock->textures[sampler_code]) {
369                     ERR("No texture bound to sampler %d\n", sampler_code);
370                     reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
371                 } else {
372                     int texType = IWineD3DBaseTexture_GetTextureDimensions(stateBlock->textures[sampler_code]);
373                     switch(texType) {
374                         /* We have to select between texture rectangles and 2D textures later because 2.0 and
375                          * 3.0 shaders only have WINED3DSTT_2D as well
376                          */
377                         case GL_TEXTURE_RECTANGLE_ARB:
378                         case GL_TEXTURE_2D:
379                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
380                             break;
381
382                         case GL_TEXTURE_3D:
383                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_VOLUME;
384                             break;
385
386                         case GL_TEXTURE_CUBE_MAP_ARB:
387                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
388                             break;
389
390                         default:
391                             ERR("Unexpected gl texture type found: %d\n", texType);
392                             reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
393                     }
394                 }
395
396                 /* texbem is only valid with < 1.4 pixel shaders */
397                 if(WINED3DSIO_TEXBEM  == curOpcode->opcode ||
398                     WINED3DSIO_TEXBEML == curOpcode->opcode) {
399                     reg_maps->bumpmat[sampler_code] = TRUE;
400                     if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
401                         reg_maps->luminanceparams[sampler_code] = TRUE;
402                     }
403                 }
404             }
405             if(WINED3DSIO_NRM  == curOpcode->opcode) {
406                 reg_maps->usesnrm = 1;
407             } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
408                 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
409                 reg_maps->bumpmat[regnum] = TRUE;
410             } else if(WINED3DSIO_DSY  == curOpcode->opcode) {
411                 reg_maps->usesdsy = 1;
412             }
413
414             /* This will loop over all the registers and try to
415              * make a bitmask of the ones we're interested in. 
416              *
417              * Relative addressing tokens are ignored, but that's 
418              * okay, since we'll catch any address registers when 
419              * they are initialized (required by spec) */
420
421             limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
422                 curOpcode->num_params + 1: curOpcode->num_params;
423
424             for (i = 0; i < limit; ++i) {
425
426                 DWORD param, addr_token, reg, regtype;
427                 pToken += shader_get_param(iface, pToken, &param, &addr_token);
428
429                 regtype = shader_get_regtype(param);
430                 reg = param & WINED3DSP_REGNUM_MASK;
431
432                 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
433
434                     if (pshader)
435                         reg_maps->texcoord[reg] = 1;
436                     else
437                         reg_maps->address[reg] = 1;
438                 }
439
440                 else if (WINED3DSPR_TEMP == regtype)
441                     reg_maps->temporary[reg] = 1;
442
443                 else if (WINED3DSPR_INPUT == regtype) {
444                     if( !pshader)
445                         reg_maps->attributes[reg] = 1;
446                     else {
447                         if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
448                             /* If relative addressing is used, we must assume that all registers
449                              * are used. Even if it is a construct like v3[aL], we can't assume
450                              * that v0, v1 and v2 aren't read because aL can be negative
451                              */
452                             unsigned int i;
453                             for(i = 0; i < MAX_REG_INPUT; i++) {
454                                 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
455                             }
456                         } else {
457                             ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
458                         }
459                     }
460                 }
461
462                 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
463                     reg_maps->fog = 1;
464
465                 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
466                     reg_maps->vpos = 1;
467
468                 else if(WINED3DSPR_CONST == regtype) {
469                     if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
470                         if(!pshader) {
471                             if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
472                                 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
473                             } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
474                                 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
475                             }
476                         }
477                         reg_maps->usesrelconstF = TRUE;
478                     }
479                 }
480
481                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
482                  * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
483                  * isn't used in them, but future register types might cause issues
484                  */
485                 else if(WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */ &&
486                         !pshader && WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) < 3) {
487                     reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
488                 }
489             }
490         }
491     }
492     reg_maps->loop_depth = max_loop_depth;
493
494     return WINED3D_OK;
495 }
496
497 static void shader_dump_decl_usage(
498     IWineD3DBaseShaderImpl* This,
499     DWORD decl, 
500     DWORD param) {
501
502     DWORD regtype = shader_get_regtype(param);
503
504     TRACE("dcl");
505
506     if (regtype == WINED3DSPR_SAMPLER) {
507         DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
508
509         switch (ttype) {
510             case WINED3DSTT_2D: TRACE("_2d"); break;
511             case WINED3DSTT_CUBE: TRACE("_cube"); break;
512             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
513             default: TRACE("_unknown_ttype(%08x)", ttype); 
514        }
515
516     } else { 
517
518         DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
519         DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
520
521         /* Pixel shaders 3.0 don't have usage semantics */
522         char pshader = shader_is_pshader_version(This->baseShader.hex_version);
523         if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
524             return;
525         else
526             TRACE("_");
527
528         switch(usage) {
529         case WINED3DDECLUSAGE_POSITION:
530             TRACE("position%d", idx);
531             break;
532         case WINED3DDECLUSAGE_BLENDINDICES:
533             TRACE("blend");
534             break;
535         case WINED3DDECLUSAGE_BLENDWEIGHT:
536             TRACE("weight");
537             break;
538         case WINED3DDECLUSAGE_NORMAL:
539             TRACE("normal%d", idx);
540             break;
541         case WINED3DDECLUSAGE_PSIZE:
542             TRACE("psize");
543             break;
544         case WINED3DDECLUSAGE_COLOR:
545             if(idx == 0)  {
546                 TRACE("color");
547             } else {
548                 TRACE("specular%d", (idx - 1));
549             }
550             break;
551         case WINED3DDECLUSAGE_TEXCOORD:
552             TRACE("texture%d", idx);
553             break;
554         case WINED3DDECLUSAGE_TANGENT:
555             TRACE("tangent");
556             break;
557         case WINED3DDECLUSAGE_BINORMAL:
558             TRACE("binormal");
559             break;
560         case WINED3DDECLUSAGE_TESSFACTOR:
561             TRACE("tessfactor");
562             break;
563         case WINED3DDECLUSAGE_POSITIONT:
564             TRACE("positionT%d", idx);
565             break;
566         case WINED3DDECLUSAGE_FOG:
567             TRACE("fog");
568             break;
569         case WINED3DDECLUSAGE_DEPTH:
570             TRACE("depth");
571             break;
572         case WINED3DDECLUSAGE_SAMPLE:
573             TRACE("sample");
574             break;
575         default:
576             FIXME("unknown_semantics(%08x)", usage);
577         }
578     }
579 }
580
581 static void shader_dump_arr_entry(
582     IWineD3DBaseShader *iface,
583     const DWORD param,
584     const DWORD addr_token,
585     unsigned int reg,
586     int input) {
587
588     char relative =
589         ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
590
591     if (relative) {
592         TRACE("[");
593         if (addr_token)
594             shader_dump_param(iface, addr_token, 0, input);
595         else
596             TRACE("a0.x");
597         TRACE(" + ");
598      }
599      TRACE("%u", reg);
600      if (relative)
601          TRACE("]");
602 }
603
604 void shader_dump_param(
605     IWineD3DBaseShader *iface,
606     const DWORD param, 
607     const DWORD addr_token,
608     int input) {
609
610     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
611     static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
612     static const char * const misctype_reg_names[] = { "vPos", "vFace"};
613     char swizzle_reg_chars[4];
614
615     DWORD reg = param & WINED3DSP_REGNUM_MASK;
616     DWORD regtype = shader_get_regtype(param);
617     DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
618
619     /* There are some minor differences between pixel and vertex shaders */
620     char pshader = shader_is_pshader_version(This->baseShader.hex_version);
621
622     /* For one, we'd prefer color components to be shown for pshaders.
623      * FIXME: use the swizzle function for this */
624
625     swizzle_reg_chars[0] = pshader? 'r': 'x';
626     swizzle_reg_chars[1] = pshader? 'g': 'y';
627     swizzle_reg_chars[2] = pshader? 'b': 'z';
628     swizzle_reg_chars[3] = pshader? 'a': 'w';
629
630     if (input) {
631         if ( (modifier == WINED3DSPSM_NEG) ||
632              (modifier == WINED3DSPSM_BIASNEG) ||
633              (modifier == WINED3DSPSM_SIGNNEG) ||
634              (modifier == WINED3DSPSM_X2NEG) ||
635              (modifier == WINED3DSPSM_ABSNEG) )
636             TRACE("-");
637         else if (modifier == WINED3DSPSM_COMP)
638             TRACE("1-");
639         else if (modifier == WINED3DSPSM_NOT)
640             TRACE("!");
641
642         if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG) 
643             TRACE("abs(");
644     }
645
646     switch (regtype) {
647         case WINED3DSPR_TEMP:
648             TRACE("r%u", reg);
649             break;
650         case WINED3DSPR_INPUT:
651             TRACE("v");
652             shader_dump_arr_entry(iface, param, addr_token, reg, input);
653             break;
654         case WINED3DSPR_CONST:
655         case WINED3DSPR_CONST2:
656         case WINED3DSPR_CONST3:
657         case WINED3DSPR_CONST4:
658             TRACE("c");
659             shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
660             break;
661         case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
662             TRACE("%c%u", (pshader? 't':'a'), reg);
663             break;        
664         case WINED3DSPR_RASTOUT:
665             TRACE("%s", rastout_reg_names[reg]);
666             break;
667         case WINED3DSPR_COLOROUT:
668             TRACE("oC%u", reg);
669             break;
670         case WINED3DSPR_DEPTHOUT:
671             TRACE("oDepth");
672             break;
673         case WINED3DSPR_ATTROUT:
674             TRACE("oD%u", reg);
675             break;
676         case WINED3DSPR_TEXCRDOUT: 
677
678             /* Vertex shaders >= 3.0 use general purpose output registers
679              * (WINED3DSPR_OUTPUT), which can include an address token */
680
681             if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
682                 TRACE("o");
683                 shader_dump_arr_entry(iface, param, addr_token, reg, input);
684             }
685             else 
686                TRACE("oT%u", reg);
687             break;
688         case WINED3DSPR_CONSTINT:
689             TRACE("i");
690             shader_dump_arr_entry(iface, param, addr_token, reg, input);
691             break;
692         case WINED3DSPR_CONSTBOOL:
693             TRACE("b");
694             shader_dump_arr_entry(iface, param, addr_token, reg, input);
695             break;
696         case WINED3DSPR_LABEL:
697             TRACE("l%u", reg);
698             break;
699         case WINED3DSPR_LOOP:
700             TRACE("aL");
701             break;
702         case WINED3DSPR_SAMPLER:
703             TRACE("s%u", reg);
704             break;
705         case WINED3DSPR_MISCTYPE:
706             if (reg > 1) {
707                 FIXME("Unhandled misctype register %d\n", reg);
708             } else {
709                 TRACE("%s", misctype_reg_names[reg]);
710             }
711             break;
712         case WINED3DSPR_PREDICATE:
713             TRACE("p%u", reg);
714             break;
715         default:
716             TRACE("unhandled_rtype(%#x)", regtype);
717             break;
718    }
719
720    if (!input) {
721        /* operand output (for modifiers and shift, see dump_ins_modifiers) */
722
723        if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
724            TRACE(".");
725            if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
726            if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
727            if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
728            if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
729        }
730
731    } else {
732         /** operand input */
733         DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
734         DWORD swizzle_r = swizzle & 0x03;
735         DWORD swizzle_g = (swizzle >> 2) & 0x03;
736         DWORD swizzle_b = (swizzle >> 4) & 0x03;
737         DWORD swizzle_a = (swizzle >> 6) & 0x03;
738
739         if (0 != modifier) {
740             switch (modifier) {
741                 case WINED3DSPSM_NONE:    break;
742                 case WINED3DSPSM_NEG:     break;
743                 case WINED3DSPSM_NOT:     break;
744                 case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
745                 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
746                 case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
747                 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
748                 case WINED3DSPSM_COMP:    break;
749                 case WINED3DSPSM_X2:      TRACE("_x2"); break;
750                 case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
751                 case WINED3DSPSM_DZ:      TRACE("_dz"); break;
752                 case WINED3DSPSM_DW:      TRACE("_dw"); break;
753                 case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
754                 case WINED3DSPSM_ABS:     TRACE(")"); break;
755                 default:
756                     TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
757             }
758         }
759
760         /**
761         * swizzle bits fields:
762         *  RRGGBBAA
763         */
764         if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
765             if (swizzle_r == swizzle_g &&
766                 swizzle_r == swizzle_b &&
767                 swizzle_r == swizzle_a) {
768                     TRACE(".%c", swizzle_reg_chars[swizzle_r]);
769             } else {
770                 TRACE(".%c%c%c%c",
771                 swizzle_reg_chars[swizzle_r],
772                 swizzle_reg_chars[swizzle_g],
773                 swizzle_reg_chars[swizzle_b],
774                 swizzle_reg_chars[swizzle_a]);
775             }
776         }
777     }
778 }
779
780 /** Shared code in order to generate the bulk of the shader string.
781     Use the shader_header_fct & shader_footer_fct to add strings
782     that are specific to pixel or vertex functions
783     NOTE: A description of how to parse tokens can be found on msdn */
784 void shader_generate_main(
785     IWineD3DBaseShader *iface,
786     SHADER_BUFFER* buffer,
787     shader_reg_maps* reg_maps,
788     CONST DWORD* pFunction) {
789
790     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
791     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
792     const DWORD *pToken = pFunction;
793     const SHADER_OPCODE *curOpcode = NULL;
794     SHADER_HANDLER hw_fct = NULL;
795     DWORD i;
796     SHADER_OPCODE_ARG hw_arg;
797
798     /* Initialize current parsing state */
799     hw_arg.shader = iface;
800     hw_arg.buffer = buffer;
801     hw_arg.reg_maps = reg_maps;
802     This->baseShader.parse_state.current_row = 0;
803
804     /* Second pass, process opcodes */
805     if (NULL != pToken) {
806         while (WINED3DPS_END() != *pToken) {
807
808             /* Skip version token */
809             if (shader_is_version_token(*pToken)) {
810                 ++pToken;
811                 continue;
812             }
813
814             /* Skip comment tokens */
815             if (shader_is_comment(*pToken)) {
816                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
817                 ++pToken;
818                 TRACE("#%s\n", (const char*)pToken);
819                 pToken += comment_len;
820                 continue;
821             }
822
823             /* Read opcode */
824             hw_arg.opcode_token = *pToken++;
825             curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
826
827             /* Select handler */
828             if (curOpcode == NULL)
829                 hw_fct = NULL;
830             else if (This->baseShader.shader_mode == SHADER_GLSL)
831                 hw_fct = curOpcode->hw_glsl_fct;
832             else if (This->baseShader.shader_mode == SHADER_ARB)
833                 hw_fct = curOpcode->hw_fct;
834
835             /* Unknown opcode and its parameters */
836             if (NULL == curOpcode) {
837                 FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
838                 pToken += shader_skip_unrecognized(iface, pToken); 
839
840             /* Nothing to do */
841             } else if (WINED3DSIO_DCL == curOpcode->opcode ||
842                        WINED3DSIO_NOP == curOpcode->opcode ||
843                        WINED3DSIO_DEF == curOpcode->opcode ||
844                        WINED3DSIO_DEFI == curOpcode->opcode ||
845                        WINED3DSIO_DEFB == curOpcode->opcode ||
846                        WINED3DSIO_PHASE == curOpcode->opcode ||
847                        WINED3DSIO_RET == curOpcode->opcode) {
848
849                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
850
851             /* If a generator function is set for current shader target, use it */
852             } else if (hw_fct != NULL) {
853
854                 hw_arg.opcode = curOpcode;
855
856                 /* Destination token */
857                 if (curOpcode->dst_token) {
858
859                     DWORD param, addr_token = 0;
860                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
861                     hw_arg.dst = param;
862                     hw_arg.dst_addr = addr_token;
863                 }
864
865                 /* Predication token */
866                 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) 
867                     hw_arg.predicate = *pToken++;
868
869                 /* Other source tokens */
870                 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
871
872                     DWORD param, addr_token = 0; 
873                     pToken += shader_get_param(iface, pToken, &param, &addr_token);
874                     hw_arg.src[i] = param;
875                     hw_arg.src_addr[i] = addr_token;
876                 }
877
878                 /* Call appropriate function for output target */
879                 hw_fct(&hw_arg);
880
881                 /* Add color correction if needed */
882                 device->shader_backend->shader_color_correction(&hw_arg);
883
884                 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
885                 if (This->baseShader.shader_mode == SHADER_GLSL)
886                     shader_glsl_add_instruction_modifiers(&hw_arg);
887
888             /* Unhandled opcode */
889             } else {
890
891                 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
892                 pToken += shader_skip_opcode(This, curOpcode, hw_arg.opcode_token);
893             }
894         }
895         /* TODO: What about result.depth? */
896
897     }
898 }
899
900 void shader_dump_ins_modifiers(const DWORD output) {
901
902     DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
903     DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
904
905     switch (shift) {
906         case 0: break;
907         case 13: TRACE("_d8"); break;
908         case 14: TRACE("_d4"); break;
909         case 15: TRACE("_d2"); break;
910         case 1: TRACE("_x2"); break;
911         case 2: TRACE("_x4"); break;
912         case 3: TRACE("_x8"); break;
913         default: TRACE("_unhandled_shift(%d)", shift); break;
914     }
915
916     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
917     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
918     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
919
920     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
921     if (mmask)
922         FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
923 }
924
925 /* First pass: trace shader, initialize length and version */
926 void shader_trace_init(
927     IWineD3DBaseShader *iface,
928     const DWORD* pFunction) {
929
930     IWineD3DBaseShaderImpl *This =(IWineD3DBaseShaderImpl *)iface;
931
932     const DWORD* pToken = pFunction;
933     const SHADER_OPCODE* curOpcode = NULL;
934     DWORD opcode_token;
935     unsigned int len = 0;
936     DWORD i;
937
938     TRACE("(%p) : Parsing programme\n", This);
939
940     if (NULL != pToken) {
941         while (WINED3DVS_END() != *pToken) {
942             if (shader_is_version_token(*pToken)) { /** version */
943                 This->baseShader.hex_version = *pToken;
944                 TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
945                     WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
946                     WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
947                 ++pToken;
948                 ++len;
949                 continue;
950             }
951             if (shader_is_comment(*pToken)) { /** comment */
952                 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
953                 ++pToken;
954                 TRACE("//%s\n", (const char*)pToken);
955                 pToken += comment_len;
956                 len += comment_len + 1;
957                 continue;
958             }
959             opcode_token = *pToken++;
960             curOpcode = shader_get_opcode(iface, opcode_token);
961             len++;
962
963             if (NULL == curOpcode) {
964                 int tokens_read;
965                 FIXME("Unrecognized opcode: token=%08x\n", opcode_token);
966                 tokens_read = shader_skip_unrecognized(iface, pToken);
967                 pToken += tokens_read;
968                 len += tokens_read;
969
970             } else {
971                 if (curOpcode->opcode == WINED3DSIO_DCL) {
972
973                     DWORD usage = *pToken;
974                     DWORD param = *(pToken + 1);
975
976                     shader_dump_decl_usage(This, usage, param);
977                     shader_dump_ins_modifiers(param);
978                     TRACE(" ");
979                     shader_dump_param(iface, param, 0, 0);
980                     pToken += 2;
981                     len += 2;
982
983                 } else if (curOpcode->opcode == WINED3DSIO_DEF) {
984
985                         unsigned int offset = shader_get_float_offset(*pToken);
986
987                         TRACE("def c%u = %f, %f, %f, %f", offset,
988                             *(const float *)(pToken + 1),
989                             *(const float *)(pToken + 2),
990                             *(const float *)(pToken + 3),
991                             *(const float *)(pToken + 4));
992
993                         pToken += 5;
994                         len += 5;
995                 } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
996
997                         TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
998                             *(pToken + 1),
999                             *(pToken + 2),
1000                             *(pToken + 3),
1001                             *(pToken + 4));
1002
1003                         pToken += 5;
1004                         len += 5;
1005
1006                 } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
1007
1008                         TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1009                             *(pToken + 1)? "true": "false");
1010
1011                         pToken += 2;
1012                         len += 2;
1013
1014                 } else {
1015
1016                     DWORD param, addr_token;
1017                     int tokens_read;
1018
1019                     /* Print out predication source token first - it follows
1020                      * the destination token. */
1021                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1022                         TRACE("(");
1023                         shader_dump_param(iface, *(pToken + 2), 0, 1);
1024                         TRACE(") ");
1025                     }
1026                     if (opcode_token & WINED3DSI_COISSUE) {
1027                         /* PixWin marks instructions with the coissue flag with a '+' */
1028                         TRACE("+");
1029                     }
1030
1031                     TRACE("%s", curOpcode->name);
1032
1033                     if (curOpcode->opcode == WINED3DSIO_IFC ||
1034                         curOpcode->opcode == WINED3DSIO_BREAKC) {
1035
1036                         DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1037                         switch (op) {
1038                             case COMPARISON_GT: TRACE("_gt"); break;
1039                             case COMPARISON_EQ: TRACE("_eq"); break;
1040                             case COMPARISON_GE: TRACE("_ge"); break;
1041                             case COMPARISON_LT: TRACE("_lt"); break;
1042                             case COMPARISON_NE: TRACE("_ne"); break;
1043                             case COMPARISON_LE: TRACE("_le"); break;
1044                             default:
1045                                 TRACE("_(%u)", op);
1046                         }
1047                     } else if (curOpcode->opcode == WINED3DSIO_TEX &&
1048                                This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
1049                         if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
1050                     }
1051
1052                     /* Destination token */
1053                     if (curOpcode->dst_token) {
1054
1055                         /* Destination token */
1056                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1057                         pToken += tokens_read;
1058                         len += tokens_read;
1059
1060                         shader_dump_ins_modifiers(param);
1061                         TRACE(" ");
1062                         shader_dump_param(iface, param, addr_token, 0);
1063                     }
1064
1065                     /* Predication token - already printed out, just skip it */
1066                     if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
1067                         pToken++;
1068                         len++;
1069                     }
1070
1071                     /* Other source tokens */
1072                     for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
1073
1074                         tokens_read = shader_get_param(iface, pToken, &param, &addr_token);
1075                         pToken += tokens_read;
1076                         len += tokens_read;
1077
1078                         TRACE((i == 0)? " " : ", ");
1079                         shader_dump_param(iface, param, addr_token, 1);
1080                     }
1081                 }
1082                 TRACE("\n");
1083             }
1084         }
1085         This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
1086     } else {
1087         This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
1088     }
1089 }
1090
1091 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1092 static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
1093 static void shader_none_destroy_depth_blt(IWineD3DDevice *iface) {}
1094 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1095 static void shader_none_cleanup(IWineD3DDevice *iface) {}
1096 static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
1097 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1098 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1099 static void shader_none_free(IWineD3DDevice *iface) {}
1100 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1101
1102 const shader_backend_t none_shader_backend = {
1103     &shader_none_select,
1104     &shader_none_select_depth_blt,
1105     &shader_none_destroy_depth_blt,
1106     &shader_none_load_constants,
1107     &shader_none_cleanup,
1108     &shader_none_color_correction,
1109     &shader_none_destroy,
1110     &shader_none_alloc,
1111     &shader_none_free,
1112     &shader_none_dirty_const
1113 };
1114
1115 /* *******************************************
1116    IWineD3DPixelShader IUnknown parts follow
1117    ******************************************* */
1118 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj)
1119 {
1120     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1121     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
1122     if (IsEqualGUID(riid, &IID_IUnknown)
1123         || IsEqualGUID(riid, &IID_IWineD3DBase)
1124         || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
1125         || IsEqualGUID(riid, &IID_IWineD3DPixelShader)) {
1126         IUnknown_AddRef(iface);
1127         *ppobj = This;
1128         return S_OK;
1129     }
1130     *ppobj = NULL;
1131     return E_NOINTERFACE;
1132 }
1133
1134 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
1135     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
1136     TRACE("(%p) : AddRef increasing from %d\n", This, This->baseShader.ref);
1137     return InterlockedIncrement(&This->baseShader.ref);
1138 }
1139
1140 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
1141     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1142     IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
1143     ULONG ref;
1144     TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
1145     ref = InterlockedDecrement(&This->baseShader.ref);
1146     if (ref == 0) {
1147         deviceImpl->shader_backend->shader_destroy(iface);
1148         HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1149         shader_delete_constant_list(&This->baseShader.constantsF);
1150         shader_delete_constant_list(&This->baseShader.constantsB);
1151         shader_delete_constant_list(&This->baseShader.constantsI);
1152         list_remove(&This->baseShader.shader_list_entry);
1153         HeapFree(GetProcessHeap(), 0, This);
1154     }
1155     return ref;
1156 }