wined3d: Select the frontend based on the version token.
[wine] / dlls / wined3d / baseshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  * Copyright 2009 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28 #include <string.h>
29 #include <stdio.h>
30 #include "wined3d_private.h"
31
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
33 WINE_DECLARE_DEBUG_CHANNEL(d3d);
34
35 static const char *shader_opcode_names[] =
36 {
37     /* WINED3DSIH_ABS           */ "abs",
38     /* WINED3DSIH_ADD           */ "add",
39     /* WINED3DSIH_BEM           */ "bem",
40     /* WINED3DSIH_BREAK         */ "break",
41     /* WINED3DSIH_BREAKC        */ "breakc",
42     /* WINED3DSIH_BREAKP        */ "breakp",
43     /* WINED3DSIH_CALL          */ "call",
44     /* WINED3DSIH_CALLNZ        */ "callnz",
45     /* WINED3DSIH_CMP           */ "cmp",
46     /* WINED3DSIH_CND           */ "cnd",
47     /* WINED3DSIH_CRS           */ "crs",
48     /* WINED3DSIH_DCL           */ "dcl",
49     /* WINED3DSIH_DEF           */ "def",
50     /* WINED3DSIH_DEFB          */ "defb",
51     /* WINED3DSIH_DEFI          */ "defi",
52     /* WINED3DSIH_DP2ADD        */ "dp2add",
53     /* WINED3DSIH_DP3           */ "dp3",
54     /* WINED3DSIH_DP4           */ "dp4",
55     /* WINED3DSIH_DST           */ "dst",
56     /* WINED3DSIH_DSX           */ "dsx",
57     /* WINED3DSIH_DSY           */ "dsy",
58     /* WINED3DSIH_ELSE          */ "else",
59     /* WINED3DSIH_ENDIF         */ "endif",
60     /* WINED3DSIH_ENDLOOP       */ "endloop",
61     /* WINED3DSIH_ENDREP        */ "endrep",
62     /* WINED3DSIH_EXP           */ "exp",
63     /* WINED3DSIH_EXPP          */ "expp",
64     /* WINED3DSIH_FRC           */ "frc",
65     /* WINED3DSIH_IF            */ "if",
66     /* WINED3DSIH_IFC           */ "ifc",
67     /* WINED3DSIH_LABEL         */ "label",
68     /* WINED3DSIH_LIT           */ "lit",
69     /* WINED3DSIH_LOG           */ "log",
70     /* WINED3DSIH_LOGP          */ "logp",
71     /* WINED3DSIH_LOOP          */ "loop",
72     /* WINED3DSIH_LRP           */ "lrp",
73     /* WINED3DSIH_M3x2          */ "m3x2",
74     /* WINED3DSIH_M3x3          */ "m3x3",
75     /* WINED3DSIH_M3x4          */ "m3x4",
76     /* WINED3DSIH_M4x3          */ "m4x3",
77     /* WINED3DSIH_M4x4          */ "m4x4",
78     /* WINED3DSIH_MAD           */ "mad",
79     /* WINED3DSIH_MAX           */ "max",
80     /* WINED3DSIH_MIN           */ "min",
81     /* WINED3DSIH_MOV           */ "mov",
82     /* WINED3DSIH_MOVA          */ "mova",
83     /* WINED3DSIH_MUL           */ "mul",
84     /* WINED3DSIH_NOP           */ "nop",
85     /* WINED3DSIH_NRM           */ "nrm",
86     /* WINED3DSIH_PHASE         */ "phase",
87     /* WINED3DSIH_POW           */ "pow",
88     /* WINED3DSIH_RCP           */ "rcp",
89     /* WINED3DSIH_REP           */ "rep",
90     /* WINED3DSIH_RET           */ "ret",
91     /* WINED3DSIH_RSQ           */ "rsq",
92     /* WINED3DSIH_SETP          */ "setp",
93     /* WINED3DSIH_SGE           */ "sge",
94     /* WINED3DSIH_SGN           */ "sgn",
95     /* WINED3DSIH_SINCOS        */ "sincos",
96     /* WINED3DSIH_SLT           */ "slt",
97     /* WINED3DSIH_SUB           */ "sub",
98     /* WINED3DSIH_TEX           */ "texld",
99     /* WINED3DSIH_TEXBEM        */ "texbem",
100     /* WINED3DSIH_TEXBEML       */ "texbeml",
101     /* WINED3DSIH_TEXCOORD      */ "texcrd",
102     /* WINED3DSIH_TEXDEPTH      */ "texdepth",
103     /* WINED3DSIH_TEXDP3        */ "texdp3",
104     /* WINED3DSIH_TEXDP3TEX     */ "texdp3tex",
105     /* WINED3DSIH_TEXKILL       */ "texkill",
106     /* WINED3DSIH_TEXLDD        */ "texldd",
107     /* WINED3DSIH_TEXLDL        */ "texldl",
108     /* WINED3DSIH_TEXM3x2DEPTH  */ "texm3x2depth",
109     /* WINED3DSIH_TEXM3x2PAD    */ "texm3x2pad",
110     /* WINED3DSIH_TEXM3x2TEX    */ "texm3x2tex",
111     /* WINED3DSIH_TEXM3x3       */ "texm3x3",
112     /* WINED3DSIH_TEXM3x3DIFF   */ "texm3x3diff",
113     /* WINED3DSIH_TEXM3x3PAD    */ "texm3x3pad",
114     /* WINED3DSIH_TEXM3x3SPEC   */ "texm3x3spec",
115     /* WINED3DSIH_TEXM3x3TEX    */ "texm3x3tex",
116     /* WINED3DSIH_TEXM3x3VSPEC  */ "texm3x3vspec",
117     /* WINED3DSIH_TEXREG2AR     */ "texreg2ar",
118     /* WINED3DSIH_TEXREG2GB     */ "texreg2gb",
119     /* WINED3DSIH_TEXREG2RGB    */ "texreg2rgb",
120 };
121
122 #define WINED3D_SM1_VS  0xfffe
123 #define WINED3D_SM1_PS  0xffff
124
125 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
126 {
127     switch (version_token >> 16)
128     {
129         case WINED3D_SM1_VS:
130         case WINED3D_SM1_PS:
131             return &sm1_shader_frontend;
132
133         default:
134             FIXME("Unrecognised version token %#x\n", version_token);
135             return NULL;
136     }
137 }
138
139 static inline BOOL shader_is_version_token(DWORD token) {
140     return shader_is_pshader_version(token) ||
141            shader_is_vshader_version(token);
142 }
143
144 void shader_buffer_init(struct SHADER_BUFFER *buffer)
145 {
146     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
147     buffer->buffer[0] = '\0';
148     buffer->bsize = 0;
149     buffer->lineNo = 0;
150     buffer->newline = TRUE;
151 }
152
153 void shader_buffer_free(struct SHADER_BUFFER *buffer)
154 {
155     HeapFree(GetProcessHeap(), 0, buffer->buffer);
156 }
157
158 int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
159 {
160     char* base = buffer->buffer + buffer->bsize;
161     int rc;
162
163     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
164
165     if (rc < 0 ||                                   /* C89 */ 
166         rc > SHADER_PGMSIZE - 1 - buffer->bsize) {  /* C99 */
167
168         ERR("The buffer allocated for the shader program string "
169             "is too small at %d bytes.\n", SHADER_PGMSIZE);
170         buffer->bsize = SHADER_PGMSIZE - 1;
171         return -1;
172     }
173
174     if (buffer->newline) {
175         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
176         buffer->newline = FALSE;
177     } else {
178         TRACE("%s", base);
179     }
180
181     buffer->bsize += rc;
182     if (buffer->buffer[buffer->bsize-1] == '\n') {
183         buffer->lineNo++;
184         buffer->newline = TRUE;
185     }
186     return 0;
187 }
188
189 int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
190 {
191     int ret;
192     va_list args;
193
194     va_start(args, format);
195     ret = shader_vaddline(buffer, format, args);
196     va_end(args);
197
198     return ret;
199 }
200
201 void shader_init(struct IWineD3DBaseShaderClass *shader,
202         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
203 {
204     shader->ref = 1;
205     shader->device = device;
206     shader->shader_ins = instruction_table;
207     list_init(&shader->linked_programs);
208 }
209
210 /* Convert floating point offset relative
211  * to a register file to an absolute offset for float constants */
212 static unsigned int shader_get_float_offset(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx)
213 {
214     switch (register_type)
215     {
216         case WINED3DSPR_CONST: return register_idx;
217         case WINED3DSPR_CONST2: return 2048 + register_idx;
218         case WINED3DSPR_CONST3: return 4096 + register_idx;
219         case WINED3DSPR_CONST4: return 6144 + register_idx;
220         default:
221             FIXME("Unsupported register type: %d\n", register_type);
222             return register_idx;
223     }
224 }
225
226 static void shader_delete_constant_list(struct list* clist) {
227
228     struct list *ptr;
229     struct local_constant* constant;
230
231     ptr = list_head(clist);
232     while (ptr) {
233         constant = LIST_ENTRY(ptr, struct local_constant, entry);
234         ptr = list_next(clist, ptr);
235         HeapFree(GetProcessHeap(), 0, constant);
236     }
237     list_init(clist);
238 }
239
240 static void shader_record_register_usage(IWineD3DBaseShaderImpl *This, struct shader_reg_maps *reg_maps,
241         DWORD register_type, UINT register_idx, BOOL has_rel_addr, BOOL pshader)
242 {
243     switch (register_type)
244     {
245         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
246             if (pshader) reg_maps->texcoord[register_idx] = 1;
247             else reg_maps->address[register_idx] = 1;
248             break;
249
250         case WINED3DSPR_TEMP:
251             reg_maps->temporary[register_idx] = 1;
252             break;
253
254         case WINED3DSPR_INPUT:
255             if (!pshader) reg_maps->attributes[register_idx] = 1;
256             else
257             {
258                 if (has_rel_addr)
259                 {
260                     /* If relative addressing is used, we must assume that all registers
261                      * are used. Even if it is a construct like v3[aL], we can't assume
262                      * that v0, v1 and v2 aren't read because aL can be negative */
263                     unsigned int i;
264                     for (i = 0; i < MAX_REG_INPUT; ++i)
265                     {
266                         ((IWineD3DPixelShaderImpl *)This)->input_reg_used[i] = TRUE;
267                     }
268                 }
269                 else
270                 {
271                     ((IWineD3DPixelShaderImpl *)This)->input_reg_used[register_idx] = TRUE;
272                 }
273             }
274             break;
275
276         case WINED3DSPR_RASTOUT:
277             if (register_idx == 1) reg_maps->fog = 1;
278             break;
279
280         case WINED3DSPR_MISCTYPE:
281             if (pshader && register_idx == 0) reg_maps->vpos = 1;
282             break;
283
284         case WINED3DSPR_CONST:
285             if (has_rel_addr)
286             {
287                 if (!pshader)
288                 {
289                     if (register_idx <= ((IWineD3DVertexShaderImpl *)This)->min_rel_offset)
290                         ((IWineD3DVertexShaderImpl *)This)->min_rel_offset = register_idx;
291                     else if (register_idx >= ((IWineD3DVertexShaderImpl *)This)->max_rel_offset)
292                         ((IWineD3DVertexShaderImpl *)This)->max_rel_offset = register_idx;
293                 }
294                 reg_maps->usesrelconstF = TRUE;
295             }
296             break;
297
298         case WINED3DSPR_CONSTINT:
299             reg_maps->integer_constants |= (1 << register_idx);
300             break;
301
302         case WINED3DSPR_CONSTBOOL:
303             reg_maps->boolean_constants |= (1 << register_idx);
304             break;
305
306         default:
307             TRACE("Not recording register of type %#x and idx %u\n", register_type, register_idx);
308             break;
309     }
310 }
311
312 /* Note that this does not count the loop register
313  * as an address register. */
314
315 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
316         struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
317         struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code)
318 {
319     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
320     const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
321     DWORD shader_version;
322     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
323     const DWORD* pToken = byte_code;
324     char pshader;
325
326     /* There are some minor differences between pixel and vertex shaders */
327
328     memset(reg_maps, 0, sizeof(*reg_maps));
329
330     /* get_registers_used is called on every compile on some 1.x shaders, which can result
331      * in stacking up a collection of local constants. Delete the old constants if existing
332      */
333     shader_delete_constant_list(&This->baseShader.constantsF);
334     shader_delete_constant_list(&This->baseShader.constantsB);
335     shader_delete_constant_list(&This->baseShader.constantsI);
336
337     /* The version token is supposed to be the first token */
338     if (!shader_is_version_token(*pToken))
339     {
340         FIXME("First token is not a version token, invalid shader.\n");
341         return WINED3DERR_INVALIDCALL;
342     }
343     reg_maps->shader_version = shader_version = *pToken++;
344     pshader = shader_is_pshader_version(shader_version);
345
346     while (!fe->shader_is_end(&pToken))
347     {
348         struct wined3d_shader_instruction ins;
349         const char *comment;
350         UINT param_size;
351
352         /* Skip comments */
353         fe->shader_read_comment(&pToken, &comment);
354         if (comment) continue;
355
356         /* Fetch opcode */
357         fe->shader_read_opcode(&pToken, &ins, &param_size, shader_ins, shader_version);
358
359         /* Unhandled opcode, and its parameters */
360         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
361         {
362             TRACE("Skipping unrecognized instruction.\n");
363             pToken += param_size;
364             continue;
365         }
366
367         /* Handle declarations */
368         if (ins.handler_idx == WINED3DSIH_DCL)
369         {
370             struct wined3d_shader_semantic semantic;
371
372             fe->shader_read_semantic(&pToken, &semantic);
373
374             switch (semantic.reg.register_type)
375             {
376                 /* Vshader: mark attributes used
377                  * Pshader: mark 3.0 input registers used, save token */
378                 case WINED3DSPR_INPUT:
379                     if (!pshader) reg_maps->attributes[semantic.reg.register_idx] = 1;
380                     else reg_maps->packed_input[semantic.reg.register_idx] = 1;
381                     semantics_in[semantic.reg.register_idx] = semantic;
382                     break;
383
384                 /* Vshader: mark 3.0 output registers used, save token */
385                 case WINED3DSPR_OUTPUT:
386                     reg_maps->packed_output[semantic.reg.register_idx] = 1;
387                     semantics_out[semantic.reg.register_idx] = semantic;
388                     if (semantic.usage == WINED3DDECLUSAGE_FOG) reg_maps->fog = 1;
389                     break;
390
391                 /* Save sampler usage token */
392                 case WINED3DSPR_SAMPLER:
393                     reg_maps->sampler_type[semantic.reg.register_idx] = semantic.sampler_type;
394                     break;
395
396                 default:
397                     TRACE("Not recording DCL register type %#x.\n", semantic.reg.register_type);
398                     break;
399             }
400         }
401         else if (ins.handler_idx == WINED3DSIH_DEF)
402         {
403             struct wined3d_shader_dst_param dst;
404             struct wined3d_shader_src_param rel_addr;
405
406             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
407             if (!lconst) return E_OUTOFMEMORY;
408
409             fe->shader_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
410             lconst->idx = dst.register_idx;
411
412             memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
413             pToken += 4;
414
415             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
416             if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
417             {
418                 float *value = (float *) lconst->value;
419                 if(value[0] < -1.0) value[0] = -1.0;
420                 else if(value[0] >  1.0) value[0] =  1.0;
421                 if(value[1] < -1.0) value[1] = -1.0;
422                 else if(value[1] >  1.0) value[1] =  1.0;
423                 if(value[2] < -1.0) value[2] = -1.0;
424                 else if(value[2] >  1.0) value[2] =  1.0;
425                 if(value[3] < -1.0) value[3] = -1.0;
426                 else if(value[3] >  1.0) value[3] =  1.0;
427             }
428
429             list_add_head(&This->baseShader.constantsF, &lconst->entry);
430         }
431         else if (ins.handler_idx == WINED3DSIH_DEFI)
432         {
433             struct wined3d_shader_dst_param dst;
434             struct wined3d_shader_src_param rel_addr;
435
436             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
437             if (!lconst) return E_OUTOFMEMORY;
438
439             fe->shader_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
440             lconst->idx = dst.register_idx;
441
442             memcpy(lconst->value, pToken, 4 * sizeof(DWORD));
443             pToken += 4;
444
445             list_add_head(&This->baseShader.constantsI, &lconst->entry);
446         }
447         else if (ins.handler_idx == WINED3DSIH_DEFB)
448         {
449             struct wined3d_shader_dst_param dst;
450             struct wined3d_shader_src_param rel_addr;
451
452             local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
453             if (!lconst) return E_OUTOFMEMORY;
454
455             fe->shader_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
456             lconst->idx = dst.register_idx;
457
458             memcpy(lconst->value, pToken, sizeof(DWORD));
459             ++pToken;
460
461             list_add_head(&This->baseShader.constantsB, &lconst->entry);
462         }
463         /* If there's a loop in the shader */
464         else if (ins.handler_idx == WINED3DSIH_LOOP
465                 || ins.handler_idx == WINED3DSIH_REP)
466         {
467             struct wined3d_shader_src_param src, rel_addr;
468
469             fe->shader_read_src_param(&pToken, &src, &rel_addr, shader_version);
470
471             /* Rep and Loop always use an integer constant for the control parameters */
472             if (ins.handler_idx == WINED3DSIH_REP)
473             {
474                 reg_maps->integer_constants |= 1 << src.register_idx;
475             }
476             else
477             {
478                 fe->shader_read_src_param(&pToken, &src, &rel_addr, shader_version);
479                 reg_maps->integer_constants |= 1 << src.register_idx;
480             }
481
482             cur_loop_depth++;
483             if(cur_loop_depth > max_loop_depth)
484                 max_loop_depth = cur_loop_depth;
485         }
486         else if (ins.handler_idx == WINED3DSIH_ENDLOOP
487                 || ins.handler_idx == WINED3DSIH_ENDREP)
488         {
489             cur_loop_depth--;
490         }
491         /* For subroutine prototypes */
492         else if (ins.handler_idx == WINED3DSIH_LABEL)
493         {
494             struct wined3d_shader_src_param src, rel_addr;
495
496             fe->shader_read_src_param(&pToken, &src, &rel_addr, shader_version);
497             reg_maps->labels[src.register_idx] = 1;
498         }
499         /* Set texture, address, temporary registers */
500         else
501         {
502             int i, limit;
503
504             /* This will loop over all the registers and try to
505              * make a bitmask of the ones we're interested in.
506              *
507              * Relative addressing tokens are ignored, but that's
508              * okay, since we'll catch any address registers when
509              * they are initialized (required by spec) */
510
511             if (ins.dst_count)
512             {
513                 struct wined3d_shader_dst_param dst_param;
514                 struct wined3d_shader_src_param dst_rel_addr;
515
516                 fe->shader_read_dst_param(&pToken, &dst_param, &dst_rel_addr, shader_version);
517
518                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
519                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
520                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
521                 if (!pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3
522                         && dst_param.register_type == WINED3DSPR_TEXCRDOUT)
523                 {
524                     reg_maps->texcoord_mask[dst_param.register_type] |= dst_param.write_mask;
525                 }
526                 else
527                 {
528                     shader_record_register_usage(This, reg_maps, dst_param.register_type,
529                             dst_param.register_idx, !!dst_param.rel_addr, pshader);
530                 }
531
532                 /* Declare 1.X samplers implicitly, based on the destination reg. number */
533                 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
534                         && pshader /* Filter different instructions with the same enum values in VS */
535                         && (ins.handler_idx == WINED3DSIH_TEX
536                             || ins.handler_idx == WINED3DSIH_TEXBEM
537                             || ins.handler_idx == WINED3DSIH_TEXBEML
538                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
539                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
540                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
541                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
542                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
543                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
544                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
545                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
546                 {
547                     /* Fake sampler usage, only set reserved bit and ttype */
548                     DWORD sampler_code = dst_param.register_idx;
549
550                     TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
551                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
552
553                     /* texbem is only valid with < 1.4 pixel shaders */
554                     if (ins.handler_idx == WINED3DSIH_TEXBEM
555                             || ins.handler_idx == WINED3DSIH_TEXBEML)
556                     {
557                         reg_maps->bumpmat[sampler_code] = TRUE;
558                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
559                         {
560                             reg_maps->luminanceparams[sampler_code] = TRUE;
561                         }
562                     }
563                 }
564                 else if (pshader && ins.handler_idx == WINED3DSIH_BEM)
565                 {
566                     reg_maps->bumpmat[dst_param.register_idx] = TRUE;
567                 }
568             }
569
570             if (ins.handler_idx == WINED3DSIH_NRM)
571             {
572                 reg_maps->usesnrm = 1;
573             }
574             else if (ins.handler_idx == WINED3DSIH_DSY)
575             {
576                 reg_maps->usesdsy = 1;
577             }
578
579             limit = ins.src_count + (ins.predicate ? 1 : 0);
580             for (i = 0; i < limit; ++i)
581             {
582                 struct wined3d_shader_src_param src_param, src_rel_addr;
583
584                 fe->shader_read_src_param(&pToken, &src_param, &src_rel_addr, shader_version);
585                 shader_record_register_usage(This, reg_maps, src_param.register_type,
586                         src_param.register_idx, !!src_param.rel_addr, pshader);
587             }
588         }
589     }
590     reg_maps->loop_depth = max_loop_depth;
591
592     This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
593
594     return WINED3D_OK;
595 }
596
597 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic, DWORD shader_version)
598 {
599     TRACE("dcl");
600
601     if (semantic->reg.register_type == WINED3DSPR_SAMPLER)
602     {
603         switch (semantic->sampler_type)
604         {
605             case WINED3DSTT_2D: TRACE("_2d"); break;
606             case WINED3DSTT_CUBE: TRACE("_cube"); break;
607             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
608             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
609         }
610     }
611     else
612     {
613         /* Pixel shaders 3.0 don't have usage semantics */
614         if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
615             return;
616         else
617             TRACE("_");
618
619         switch (semantic->usage)
620         {
621             case WINED3DDECLUSAGE_POSITION:
622                 TRACE("position%d", semantic->usage_idx);
623                 break;
624             case WINED3DDECLUSAGE_BLENDINDICES:
625                 TRACE("blend");
626                 break;
627             case WINED3DDECLUSAGE_BLENDWEIGHT:
628                 TRACE("weight");
629                 break;
630             case WINED3DDECLUSAGE_NORMAL:
631                 TRACE("normal%d", semantic->usage_idx);
632                 break;
633             case WINED3DDECLUSAGE_PSIZE:
634                 TRACE("psize");
635                 break;
636             case WINED3DDECLUSAGE_COLOR:
637                 if (semantic->usage_idx == 0) TRACE("color");
638                 else TRACE("specular%d", (semantic->usage_idx - 1));
639                 break;
640             case WINED3DDECLUSAGE_TEXCOORD:
641                 TRACE("texture%d", semantic->usage_idx);
642                 break;
643             case WINED3DDECLUSAGE_TANGENT:
644                 TRACE("tangent");
645                 break;
646             case WINED3DDECLUSAGE_BINORMAL:
647                 TRACE("binormal");
648                 break;
649             case WINED3DDECLUSAGE_TESSFACTOR:
650                 TRACE("tessfactor");
651                 break;
652             case WINED3DDECLUSAGE_POSITIONT:
653                 TRACE("positionT%d", semantic->usage_idx);
654                 break;
655             case WINED3DDECLUSAGE_FOG:
656                 TRACE("fog");
657                 break;
658             case WINED3DDECLUSAGE_DEPTH:
659                 TRACE("depth");
660                 break;
661             case WINED3DDECLUSAGE_SAMPLE:
662                 TRACE("sample");
663                 break;
664             default:
665                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
666         }
667     }
668 }
669
670 static void shader_dump_register(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx,
671         const struct wined3d_shader_src_param *rel_addr, DWORD shader_version)
672 {
673     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
674     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
675     UINT offset = register_idx;
676
677     switch (register_type)
678     {
679         case WINED3DSPR_TEMP:
680             TRACE("r");
681             break;
682
683         case WINED3DSPR_INPUT:
684             TRACE("v");
685             break;
686
687         case WINED3DSPR_CONST:
688         case WINED3DSPR_CONST2:
689         case WINED3DSPR_CONST3:
690         case WINED3DSPR_CONST4:
691             TRACE("c");
692             offset = shader_get_float_offset(register_type, register_idx);
693             break;
694
695         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
696             TRACE("%c", shader_is_pshader_version(shader_version) ? 't' : 'a');
697             break;
698
699         case WINED3DSPR_RASTOUT:
700             TRACE("%s", rastout_reg_names[register_idx]);
701             break;
702
703         case WINED3DSPR_COLOROUT:
704             TRACE("oC");
705             break;
706
707         case WINED3DSPR_DEPTHOUT:
708             TRACE("oDepth");
709             break;
710
711         case WINED3DSPR_ATTROUT:
712             TRACE("oD");
713             break;
714
715         case WINED3DSPR_TEXCRDOUT:
716             /* Vertex shaders >= 3.0 use general purpose output registers
717              * (WINED3DSPR_OUTPUT), which can include an address token */
718             if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) TRACE("o");
719             else TRACE("oT");
720             break;
721
722         case WINED3DSPR_CONSTINT:
723             TRACE("i");
724             break;
725
726         case WINED3DSPR_CONSTBOOL:
727             TRACE("b");
728             break;
729
730         case WINED3DSPR_LABEL:
731             TRACE("l");
732             break;
733
734         case WINED3DSPR_LOOP:
735             TRACE("aL");
736             break;
737
738         case WINED3DSPR_SAMPLER:
739             TRACE("s");
740             break;
741
742         case WINED3DSPR_MISCTYPE:
743             if (register_idx > 1) FIXME("Unhandled misctype register %d\n", register_idx);
744             else TRACE("%s", misctype_reg_names[register_idx]);
745             break;
746
747         case WINED3DSPR_PREDICATE:
748             TRACE("p");
749             break;
750
751         default:
752             TRACE("unhandled_rtype(%#x)", register_type);
753             break;
754     }
755
756     if (register_type != WINED3DSPR_RASTOUT && register_type != WINED3DSPR_MISCTYPE)
757     {
758         if (rel_addr)
759         {
760             TRACE("[");
761             shader_dump_src_param(rel_addr, shader_version);
762             TRACE(" + ");
763         }
764         TRACE("%u", offset);
765         if (rel_addr) TRACE("]");
766     }
767 }
768
769 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, DWORD shader_version)
770 {
771     DWORD write_mask = param->write_mask;
772
773     shader_dump_register(param->register_type, param->register_idx, param->rel_addr, shader_version);
774
775     if (write_mask != WINED3DSP_WRITEMASK_ALL)
776     {
777         static const char *write_mask_chars = "xyzw";
778
779         TRACE(".");
780         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
781         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
782         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
783         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
784     }
785 }
786
787 void shader_dump_src_param(const struct wined3d_shader_src_param *param, DWORD shader_version)
788 {
789     DWORD src_modifier = param->modifiers;
790     DWORD swizzle = param->swizzle;
791
792     if (src_modifier == WINED3DSPSM_NEG
793             || src_modifier == WINED3DSPSM_BIASNEG
794             || src_modifier == WINED3DSPSM_SIGNNEG
795             || src_modifier == WINED3DSPSM_X2NEG
796             || src_modifier == WINED3DSPSM_ABSNEG)
797         TRACE("-");
798     else if (src_modifier == WINED3DSPSM_COMP)
799         TRACE("1-");
800     else if (src_modifier == WINED3DSPSM_NOT)
801         TRACE("!");
802
803     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
804         TRACE("abs(");
805
806     shader_dump_register(param->register_type, param->register_idx, param->rel_addr, shader_version);
807
808     if (src_modifier)
809     {
810         switch (src_modifier)
811         {
812             case WINED3DSPSM_NONE:    break;
813             case WINED3DSPSM_NEG:     break;
814             case WINED3DSPSM_NOT:     break;
815             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
816             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
817             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
818             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
819             case WINED3DSPSM_COMP:    break;
820             case WINED3DSPSM_X2:      TRACE("_x2"); break;
821             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
822             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
823             case WINED3DSPSM_DW:      TRACE("_dw"); break;
824             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
825             case WINED3DSPSM_ABS:     TRACE(")"); break;
826             default:
827                                       TRACE("_unknown_modifier(%#x)", src_modifier);
828         }
829     }
830
831     if (swizzle != WINED3DSP_NOSWIZZLE)
832     {
833         static const char *swizzle_chars = "xyzw";
834         DWORD swizzle_x = swizzle & 0x03;
835         DWORD swizzle_y = (swizzle >> 2) & 0x03;
836         DWORD swizzle_z = (swizzle >> 4) & 0x03;
837         DWORD swizzle_w = (swizzle >> 6) & 0x03;
838
839         if (swizzle_x == swizzle_y
840                 && swizzle_x == swizzle_z
841                 && swizzle_x == swizzle_w)
842         {
843             TRACE(".%c", swizzle_chars[swizzle_x]);
844         }
845         else
846         {
847             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
848                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
849         }
850     }
851 }
852
853 /* Shared code in order to generate the bulk of the shader string.
854  * NOTE: A description of how to parse tokens can be found on msdn */
855 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
856         const struct wined3d_shader_frontend *fe, const shader_reg_maps *reg_maps,
857         const DWORD *pFunction)
858 {
859     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
860     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
861     const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
862     const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
863     DWORD shader_version = reg_maps->shader_version;
864     struct wined3d_shader_src_param src_rel_addr[4];
865     struct wined3d_shader_src_param src_param[4];
866     struct wined3d_shader_src_param dst_rel_addr;
867     struct wined3d_shader_dst_param dst_param;
868     struct wined3d_shader_instruction ins;
869     struct wined3d_shader_context ctx;
870     const DWORD *pToken = pFunction;
871     SHADER_HANDLER hw_fct;
872     DWORD i;
873
874     /* Initialize current parsing state */
875     ctx.shader = iface;
876     ctx.reg_maps = reg_maps;
877     ctx.buffer = buffer;
878
879     ins.ctx = &ctx;
880     ins.dst = &dst_param;
881     ins.src = src_param;
882     This->baseShader.parse_state.current_row = 0;
883
884     if (!shader_is_version_token(*pToken++))
885     {
886         ERR("First token is not a version token, invalid shader.\n");
887         return;
888     }
889
890     while (!fe->shader_is_end(&pToken))
891     {
892         const char *comment;
893         UINT param_size;
894
895         /* Skip comment tokens */
896         fe->shader_read_comment(&pToken, &comment);
897         if (comment) continue;
898
899         /* Read opcode */
900         fe->shader_read_opcode(&pToken, &ins, &param_size, opcode_table, shader_version);
901
902         /* Unknown opcode and its parameters */
903         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
904         {
905             TRACE("Skipping unrecognized instruction.\n");
906             pToken += param_size;
907             continue;
908         }
909
910         /* Nothing to do */
911         if (ins.handler_idx == WINED3DSIH_DCL
912                 || ins.handler_idx == WINED3DSIH_NOP
913                 || ins.handler_idx == WINED3DSIH_DEF
914                 || ins.handler_idx == WINED3DSIH_DEFI
915                 || ins.handler_idx == WINED3DSIH_DEFB
916                 || ins.handler_idx == WINED3DSIH_PHASE
917                 || ins.handler_idx == WINED3DSIH_RET)
918         {
919             pToken += param_size;
920             continue;
921         }
922
923         /* Select handler */
924         hw_fct = handler_table[ins.handler_idx];
925
926         /* Unhandled opcode */
927         if (!hw_fct)
928         {
929             FIXME("Backend can't handle opcode %#x\n", ins.handler_idx);
930             pToken += param_size;
931             continue;
932         }
933
934         /* Destination token */
935         if (ins.dst_count) fe->shader_read_dst_param(&pToken, &dst_param, &dst_rel_addr, shader_version);
936
937         /* Predication token */
938         if (ins.predicate) ins.predicate = *pToken++;
939
940         /* Other source tokens */
941         for (i = 0; i < ins.src_count; ++i)
942         {
943             fe->shader_read_src_param(&pToken, &src_param[i], &src_rel_addr[i], shader_version);
944         }
945
946         /* Call appropriate function for output target */
947         hw_fct(&ins);
948
949         /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
950         /* FIXME: This should be internal to the shader backend.
951          * Also, right now this is the only reason "shader_mode" exists. */
952         if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&ins);
953     }
954 }
955
956 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
957 {
958     DWORD mmask = dst->modifiers;
959
960     switch (dst->shift)
961     {
962         case 0: break;
963         case 13: TRACE("_d8"); break;
964         case 14: TRACE("_d4"); break;
965         case 15: TRACE("_d2"); break;
966         case 1: TRACE("_x2"); break;
967         case 2: TRACE("_x4"); break;
968         case 3: TRACE("_x8"); break;
969         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
970     }
971
972     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
973     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
974     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
975
976     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
977     if (mmask)
978         FIXME("_unrecognized_modifier(%#x)", mmask);
979 }
980
981 void shader_trace_init(const struct wined3d_shader_frontend *fe,
982         const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
983 {
984     const DWORD* pToken = pFunction;
985     DWORD shader_version;
986     DWORD i;
987
988     TRACE("Parsing %p\n", pFunction);
989
990     /* The version token is supposed to be the first token */
991     if (!shader_is_version_token(*pToken))
992     {
993         FIXME("First token is not a version token, invalid shader.\n");
994         return;
995     }
996     shader_version = *pToken++;
997     TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
998             WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
999
1000     while (!fe->shader_is_end(&pToken))
1001     {
1002         struct wined3d_shader_instruction ins;
1003         const char *comment;
1004         UINT param_size;
1005
1006         /* comment */
1007         fe->shader_read_comment(&pToken, &comment);
1008         if (comment)
1009         {
1010             TRACE("//%s\n", comment);
1011             continue;
1012         }
1013
1014         fe->shader_read_opcode(&pToken, &ins, &param_size, opcode_table, shader_version);
1015         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1016         {
1017             TRACE("Skipping unrecognized instruction.\n");
1018             pToken += param_size;
1019             continue;
1020         }
1021
1022         if (ins.handler_idx == WINED3DSIH_DCL)
1023         {
1024             struct wined3d_shader_semantic semantic;
1025
1026             fe->shader_read_semantic(&pToken, &semantic);
1027
1028             shader_dump_decl_usage(&semantic, shader_version);
1029             shader_dump_ins_modifiers(&semantic.reg);
1030             TRACE(" ");
1031             shader_dump_dst_param(&semantic.reg, shader_version);
1032         }
1033         else if (ins.handler_idx == WINED3DSIH_DEF)
1034         {
1035             struct wined3d_shader_dst_param dst;
1036             struct wined3d_shader_src_param rel_addr;
1037
1038             fe->shader_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
1039
1040             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(dst.register_type, dst.register_idx),
1041                     *(const float *)(pToken),
1042                     *(const float *)(pToken + 1),
1043                     *(const float *)(pToken + 2),
1044                     *(const float *)(pToken + 3));
1045             pToken += 4;
1046         }
1047         else if (ins.handler_idx == WINED3DSIH_DEFI)
1048         {
1049             struct wined3d_shader_dst_param dst;
1050             struct wined3d_shader_src_param rel_addr;
1051
1052             fe->shader_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
1053
1054             TRACE("defi i%u = %d, %d, %d, %d", dst.register_idx,
1055                     *(pToken),
1056                     *(pToken + 1),
1057                     *(pToken + 2),
1058                     *(pToken + 3));
1059             pToken += 4;
1060         }
1061         else if (ins.handler_idx == WINED3DSIH_DEFB)
1062         {
1063             struct wined3d_shader_dst_param dst;
1064             struct wined3d_shader_src_param rel_addr;
1065
1066             fe->shader_read_dst_param(&pToken, &dst, &rel_addr, shader_version);
1067
1068             TRACE("defb b%u = %s", dst.register_idx, *pToken ? "true" : "false");
1069             ++pToken;
1070         }
1071         else
1072         {
1073             struct wined3d_shader_src_param dst_rel_addr, src_rel_addr;
1074             struct wined3d_shader_dst_param dst_param;
1075             struct wined3d_shader_src_param src_param;
1076
1077             if (ins.dst_count)
1078             {
1079                 fe->shader_read_dst_param(&pToken, &dst_param, &dst_rel_addr, shader_version);
1080             }
1081
1082             /* Print out predication source token first - it follows
1083              * the destination token. */
1084             if (ins.predicate)
1085             {
1086                 fe->shader_read_src_param(&pToken, &src_param, &src_rel_addr, shader_version);
1087                 TRACE("(");
1088                 shader_dump_src_param(&src_param, shader_version);
1089                 TRACE(") ");
1090             }
1091
1092             /* PixWin marks instructions with the coissue flag with a '+' */
1093             if (ins.coissue) TRACE("+");
1094
1095             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1096
1097             if (ins.handler_idx == WINED3DSIH_IFC
1098                     || ins.handler_idx == WINED3DSIH_BREAKC)
1099             {
1100                 switch (ins.flags)
1101                 {
1102                     case COMPARISON_GT: TRACE("_gt"); break;
1103                     case COMPARISON_EQ: TRACE("_eq"); break;
1104                     case COMPARISON_GE: TRACE("_ge"); break;
1105                     case COMPARISON_LT: TRACE("_lt"); break;
1106                     case COMPARISON_NE: TRACE("_ne"); break;
1107                     case COMPARISON_LE: TRACE("_le"); break;
1108                     default: TRACE("_(%u)", ins.flags);
1109                 }
1110             }
1111             else if (ins.handler_idx == WINED3DSIH_TEX
1112                     && shader_version >= WINED3DPS_VERSION(2,0)
1113                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1114             {
1115                 TRACE("p");
1116             }
1117
1118             /* We already read the destination token, print it. */
1119             if (ins.dst_count)
1120             {
1121                 shader_dump_ins_modifiers(&dst_param);
1122                 TRACE(" ");
1123                 shader_dump_dst_param(&dst_param, shader_version);
1124             }
1125
1126             /* Other source tokens */
1127             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1128             {
1129                 fe->shader_read_src_param(&pToken, &src_param, &src_rel_addr, shader_version);
1130                 TRACE(!i ? " " : ", ");
1131                 shader_dump_src_param(&src_param, shader_version);
1132             }
1133         }
1134         TRACE("\n");
1135     }
1136 }
1137
1138 void shader_cleanup(IWineD3DBaseShader *iface)
1139 {
1140     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1141
1142     ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1143     HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1144     shader_delete_constant_list(&This->baseShader.constantsF);
1145     shader_delete_constant_list(&This->baseShader.constantsB);
1146     shader_delete_constant_list(&This->baseShader.constantsI);
1147     list_remove(&This->baseShader.shader_list_entry);
1148 }
1149
1150 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1151 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1152 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1153 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1154 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1155 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1156 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1157 static void shader_none_load_np2fixup_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1158 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1159 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1160 static void shader_none_free(IWineD3DDevice *iface) {}
1161 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1162 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, const struct wined3d_shader_frontend *fe,
1163         SHADER_BUFFER *buffer, const struct ps_compile_args *args)
1164 {
1165     FIXME("NONE shader backend asked to generate a pixel shader\n");
1166     return 0;
1167 }
1168 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, const struct wined3d_shader_frontend *fe,
1169         SHADER_BUFFER *buffer, const struct vs_compile_args *args)
1170 {
1171     FIXME("NONE shader backend asked to generate a vertex shader\n");
1172     return 0;
1173 }
1174
1175 #define GLINFO_LOCATION      (*gl_info)
1176 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1177 {
1178     /* Set the shader caps to 0 for the none shader backend */
1179     pCaps->VertexShaderVersion  = 0;
1180     pCaps->PixelShaderVersion    = 0;
1181     pCaps->PixelShader1xMaxValue = 0.0;
1182 }
1183 #undef GLINFO_LOCATION
1184 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1185 {
1186     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1187     {
1188         TRACE("Checking support for fixup:\n");
1189         dump_color_fixup_desc(fixup);
1190     }
1191
1192     /* Faked to make some apps happy. */
1193     if (!is_yuv_fixup(fixup))
1194     {
1195         TRACE("[OK]\n");
1196         return TRUE;
1197     }
1198
1199     TRACE("[FAILED]\n");
1200     return FALSE;
1201 }
1202
1203 const shader_backend_t none_shader_backend = {
1204     shader_none_instruction_handler_table,
1205     shader_none_select,
1206     shader_none_select_depth_blt,
1207     shader_none_deselect_depth_blt,
1208     shader_none_update_float_vertex_constants,
1209     shader_none_update_float_pixel_constants,
1210     shader_none_load_constants,
1211     shader_none_load_np2fixup_constants,
1212     shader_none_destroy,
1213     shader_none_alloc,
1214     shader_none_free,
1215     shader_none_dirty_const,
1216     shader_none_generate_pshader,
1217     shader_none_generate_vshader,
1218     shader_none_get_caps,
1219     shader_none_color_fixup_supported,
1220 };