wined3d: Add support for SM4 relative addressing.
[wine] / dlls / wined3d / shader.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  * Copyright 2002-2003 Raphael Junqueira
4  * Copyright 2004 Christian Costa
5  * Copyright 2005 Oliver Stieber
6  * Copyright 2006 Ivan Gyurdiev
7  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include <math.h>
29 #include <stdio.h>
30 #include <string.h>
31
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d);
36
37 static const char * const shader_opcode_names[] =
38 {
39     /* WINED3DSIH_ABS                   */ "abs",
40     /* WINED3DSIH_ADD                   */ "add",
41     /* WINED3DSIH_AND                   */ "and",
42     /* WINED3DSIH_BEM                   */ "bem",
43     /* WINED3DSIH_BREAK                 */ "break",
44     /* WINED3DSIH_BREAKC                */ "breakc",
45     /* WINED3DSIH_BREAKP                */ "breakp",
46     /* WINED3DSIH_CALL                  */ "call",
47     /* WINED3DSIH_CALLNZ                */ "callnz",
48     /* WINED3DSIH_CMP                   */ "cmp",
49     /* WINED3DSIH_CND                   */ "cnd",
50     /* WINED3DSIH_CRS                   */ "crs",
51     /* WINED3DSIH_CUT                   */ "cut",
52     /* WINED3DSIH_DCL                   */ "dcl",
53     /* WINED3DSIH_DCL_CONSTANT_BUFFER   */ "dcl_constantBuffer",
54     /* WINED3DSIH_DCL_INPUT_PRIMITIVE   */ "dcl_inputPrimitive",
55     /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY   */ "dcl_outputTopology",
56     /* WINED3DSIH_DCL_VERTICES_OUT      */ "dcl_maxOutputVertexCount",
57     /* WINED3DSIH_DEF                   */ "def",
58     /* WINED3DSIH_DEFB                  */ "defb",
59     /* WINED3DSIH_DEFI                  */ "defi",
60     /* WINED3DSIH_DIV                   */ "div",
61     /* WINED3DSIH_DP2ADD                */ "dp2add",
62     /* WINED3DSIH_DP3                   */ "dp3",
63     /* WINED3DSIH_DP4                   */ "dp4",
64     /* WINED3DSIH_DST                   */ "dst",
65     /* WINED3DSIH_DSX                   */ "dsx",
66     /* WINED3DSIH_DSY                   */ "dsy",
67     /* WINED3DSIH_ELSE                  */ "else",
68     /* WINED3DSIH_EMIT                  */ "emit",
69     /* WINED3DSIH_ENDIF                 */ "endif",
70     /* WINED3DSIH_ENDLOOP               */ "endloop",
71     /* WINED3DSIH_ENDREP                */ "endrep",
72     /* WINED3DSIH_EQ                    */ "eq",
73     /* WINED3DSIH_EXP                   */ "exp",
74     /* WINED3DSIH_EXPP                  */ "expp",
75     /* WINED3DSIH_FRC                   */ "frc",
76     /* WINED3DSIH_FTOI                  */ "ftoi",
77     /* WINED3DSIH_GE                    */ "ge",
78     /* WINED3DSIH_IADD                  */ "iadd",
79     /* WINED3DSIH_IEQ                   */ "ieq",
80     /* WINED3DSIH_IF                    */ "if",
81     /* WINED3DSIH_IFC                   */ "ifc",
82     /* WINED3DSIH_IGE                   */ "ige",
83     /* WINED3DSIH_IMUL                  */ "imul",
84     /* WINED3DSIH_ITOF                  */ "itof",
85     /* WINED3DSIH_LABEL                 */ "label",
86     /* WINED3DSIH_LD                    */ "ld",
87     /* WINED3DSIH_LIT                   */ "lit",
88     /* WINED3DSIH_LOG                   */ "log",
89     /* WINED3DSIH_LOGP                  */ "logp",
90     /* WINED3DSIH_LOOP                  */ "loop",
91     /* WINED3DSIH_LRP                   */ "lrp",
92     /* WINED3DSIH_LT                    */ "lt",
93     /* WINED3DSIH_M3x2                  */ "m3x2",
94     /* WINED3DSIH_M3x3                  */ "m3x3",
95     /* WINED3DSIH_M3x4                  */ "m3x4",
96     /* WINED3DSIH_M4x3                  */ "m4x3",
97     /* WINED3DSIH_M4x4                  */ "m4x4",
98     /* WINED3DSIH_MAD                   */ "mad",
99     /* WINED3DSIH_MAX                   */ "max",
100     /* WINED3DSIH_MIN                   */ "min",
101     /* WINED3DSIH_MOV                   */ "mov",
102     /* WINED3DSIH_MOVA                  */ "mova",
103     /* WINED3DSIH_MOVC                  */ "movc",
104     /* WINED3DSIH_MUL                   */ "mul",
105     /* WINED3DSIH_NOP                   */ "nop",
106     /* WINED3DSIH_NRM                   */ "nrm",
107     /* WINED3DSIH_PHASE                 */ "phase",
108     /* WINED3DSIH_POW                   */ "pow",
109     /* WINED3DSIH_RCP                   */ "rcp",
110     /* WINED3DSIH_REP                   */ "rep",
111     /* WINED3DSIH_RET                   */ "ret",
112     /* WINED3DSIH_ROUND_NI              */ "round_ni",
113     /* WINED3DSIH_RSQ                   */ "rsq",
114     /* WINED3DSIH_SAMPLE                */ "sample",
115     /* WINED3DSIH_SAMPLE_GRAD           */ "sample_d",
116     /* WINED3DSIH_SAMPLE_LOD            */ "sample_l",
117     /* WINED3DSIH_SETP                  */ "setp",
118     /* WINED3DSIH_SGE                   */ "sge",
119     /* WINED3DSIH_SGN                   */ "sgn",
120     /* WINED3DSIH_SINCOS                */ "sincos",
121     /* WINED3DSIH_SLT                   */ "slt",
122     /* WINED3DSIH_SQRT                  */ "sqrt",
123     /* WINED3DSIH_SUB                   */ "sub",
124     /* WINED3DSIH_TEX                   */ "texld",
125     /* WINED3DSIH_TEXBEM                */ "texbem",
126     /* WINED3DSIH_TEXBEML               */ "texbeml",
127     /* WINED3DSIH_TEXCOORD              */ "texcrd",
128     /* WINED3DSIH_TEXDEPTH              */ "texdepth",
129     /* WINED3DSIH_TEXDP3                */ "texdp3",
130     /* WINED3DSIH_TEXDP3TEX             */ "texdp3tex",
131     /* WINED3DSIH_TEXKILL               */ "texkill",
132     /* WINED3DSIH_TEXLDD                */ "texldd",
133     /* WINED3DSIH_TEXLDL                */ "texldl",
134     /* WINED3DSIH_TEXM3x2DEPTH          */ "texm3x2depth",
135     /* WINED3DSIH_TEXM3x2PAD            */ "texm3x2pad",
136     /* WINED3DSIH_TEXM3x2TEX            */ "texm3x2tex",
137     /* WINED3DSIH_TEXM3x3               */ "texm3x3",
138     /* WINED3DSIH_TEXM3x3DIFF           */ "texm3x3diff",
139     /* WINED3DSIH_TEXM3x3PAD            */ "texm3x3pad",
140     /* WINED3DSIH_TEXM3x3SPEC           */ "texm3x3spec",
141     /* WINED3DSIH_TEXM3x3TEX            */ "texm3x3tex",
142     /* WINED3DSIH_TEXM3x3VSPEC          */ "texm3x3vspec",
143     /* WINED3DSIH_TEXREG2AR             */ "texreg2ar",
144     /* WINED3DSIH_TEXREG2GB             */ "texreg2gb",
145     /* WINED3DSIH_TEXREG2RGB            */ "texreg2rgb",
146     /* WINED3DSIH_UDIV                  */ "udiv",
147     /* WINED3DSIH_USHR                  */ "ushr",
148     /* WINED3DSIH_UTOF                  */ "utof",
149     /* WINED3DSIH_XOR                   */ "xor",
150 };
151
152 static const char * const semantic_names[] =
153 {
154     /* WINED3D_DECL_USAGE_POSITION      */ "SV_POSITION",
155     /* WINED3D_DECL_USAGE_BLEND_WEIGHT  */ "BLENDWEIGHT",
156     /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
157     /* WINED3D_DECL_USAGE_NORMAL        */ "NORMAL",
158     /* WINED3D_DECL_USAGE_PSIZE         */ "PSIZE",
159     /* WINED3D_DECL_USAGE_TEXCOORD      */ "TEXCOORD",
160     /* WINED3D_DECL_USAGE_TANGENT       */ "TANGENT",
161     /* WINED3D_DECL_USAGE_BINORMAL      */ "BINORMAL",
162     /* WINED3D_DECL_USAGE_TESS_FACTOR   */ "TESSFACTOR",
163     /* WINED3D_DECL_USAGE_POSITIONT     */ "POSITIONT",
164     /* WINED3D_DECL_USAGE_COLOR         */ "COLOR",
165     /* WINED3D_DECL_USAGE_FOG           */ "FOG",
166     /* WINED3D_DECL_USAGE_DEPTH         */ "DEPTH",
167     /* WINED3D_DECL_USAGE_SAMPLE        */ "SAMPLE",
168 };
169
170 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
171 {
172     if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
173     {
174         FIXME("Unrecognized usage %#x.\n", usage);
175         return "UNRECOGNIZED";
176     }
177
178     return semantic_names[usage];
179 }
180
181 static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
182 {
183     unsigned int i;
184
185     for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
186     {
187         if (!strcmp(name, semantic_names[i])) return i;
188     }
189
190     return ~0U;
191 }
192
193 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
194 {
195     return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
196 }
197
198 static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
199         const struct wined3d_shader_semantic *s)
200 {
201     e->semantic_name = shader_semantic_name_from_usage(s->usage);
202     e->semantic_idx = s->usage_idx;
203     e->sysval_semantic = 0;
204     e->component_type = 0;
205     e->register_idx = s->reg.reg.idx;
206     e->mask = s->reg.write_mask;
207 }
208
209 static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
210         enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
211 {
212     e->semantic_name = shader_semantic_name_from_usage(usage);
213     e->semantic_idx = usage_idx;
214     e->sysval_semantic = 0;
215     e->component_type = 0;
216     e->register_idx = reg_idx;
217     e->mask = write_mask;
218 }
219
220 static const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token)
221 {
222     switch (version_token >> 16)
223     {
224         case WINED3D_SM1_VS:
225         case WINED3D_SM1_PS:
226             return &sm1_shader_frontend;
227
228         case WINED3D_SM4_PS:
229         case WINED3D_SM4_VS:
230         case WINED3D_SM4_GS:
231             return &sm4_shader_frontend;
232
233         default:
234             FIXME("Unrecognised version token %#x\n", version_token);
235             return NULL;
236     }
237 }
238
239 void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
240 {
241     buffer->buffer[0] = '\0';
242     buffer->bsize = 0;
243     buffer->lineNo = 0;
244     buffer->newline = TRUE;
245 }
246
247 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer)
248 {
249     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
250     if (!buffer->buffer)
251     {
252         ERR("Failed to allocate shader buffer memory.\n");
253         return FALSE;
254     }
255
256     shader_buffer_clear(buffer);
257     return TRUE;
258 }
259
260 void shader_buffer_free(struct wined3d_shader_buffer *buffer)
261 {
262     HeapFree(GetProcessHeap(), 0, buffer->buffer);
263 }
264
265 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
266 {
267     char *base = buffer->buffer + buffer->bsize;
268     int rc;
269
270     rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
271
272     if (rc < 0 /* C89 */ || (unsigned int)rc > SHADER_PGMSIZE - 1 - buffer->bsize /* C99 */)
273     {
274         ERR("The buffer allocated for the shader program string "
275             "is too small at %d bytes.\n", SHADER_PGMSIZE);
276         buffer->bsize = SHADER_PGMSIZE - 1;
277         return -1;
278     }
279
280     if (buffer->newline)
281     {
282         TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
283         buffer->newline = FALSE;
284     }
285     else
286     {
287         TRACE("%s", base);
288     }
289
290     buffer->bsize += rc;
291     if (buffer->buffer[buffer->bsize-1] == '\n')
292     {
293         ++buffer->lineNo;
294         buffer->newline = TRUE;
295     }
296
297     return 0;
298 }
299
300 int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
301 {
302     va_list args;
303     int ret;
304
305     va_start(args, format);
306     ret = shader_vaddline(buffer, format, args);
307     va_end(args);
308
309     return ret;
310 }
311
312 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
313         void *parent, const struct wined3d_parent_ops *parent_ops)
314 {
315     shader->ref = 1;
316     shader->device = device;
317     shader->parent = parent;
318     shader->parent_ops = parent_ops;
319     list_init(&shader->linked_programs);
320     list_add_head(&device->shaders, &shader->shader_list_entry);
321 }
322
323 /* Convert floating point offset relative to a register file to an absolute
324  * offset for float constants. */
325 static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
326 {
327     switch (register_type)
328     {
329         case WINED3DSPR_CONST: return register_idx;
330         case WINED3DSPR_CONST2: return 2048 + register_idx;
331         case WINED3DSPR_CONST3: return 4096 + register_idx;
332         case WINED3DSPR_CONST4: return 6144 + register_idx;
333         default:
334             FIXME("Unsupported register type: %u.\n", register_type);
335             return register_idx;
336     }
337 }
338
339 static void shader_delete_constant_list(struct list *clist)
340 {
341     struct wined3d_shader_lconst *constant;
342     struct list *ptr;
343
344     ptr = list_head(clist);
345     while (ptr)
346     {
347         constant = LIST_ENTRY(ptr, struct wined3d_shader_lconst, entry);
348         ptr = list_next(clist, ptr);
349         HeapFree(GetProcessHeap(), 0, constant);
350     }
351     list_init(clist);
352 }
353
354 static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
355 {
356     DWORD idx, shift;
357     idx = bit >> 5;
358     shift = bit & 0x1f;
359     bitmap[idx] |= (1 << shift);
360 }
361
362 static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
363         const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
364 {
365     switch (reg->type)
366     {
367         case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
368             if (shader_type == WINED3D_SHADER_TYPE_PIXEL) reg_maps->texcoord |= 1 << reg->idx;
369             else reg_maps->address |= 1 << reg->idx;
370             break;
371
372         case WINED3DSPR_TEMP:
373             reg_maps->temporary |= 1 << reg->idx;
374             break;
375
376         case WINED3DSPR_INPUT:
377             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
378             {
379                 if (reg->rel_addr)
380                 {
381                     /* If relative addressing is used, we must assume that all registers
382                      * are used. Even if it is a construct like v3[aL], we can't assume
383                      * that v0, v1 and v2 aren't read because aL can be negative */
384                     unsigned int i;
385                     for (i = 0; i < MAX_REG_INPUT; ++i)
386                     {
387                         shader->u.ps.input_reg_used[i] = TRUE;
388                     }
389                 }
390                 else
391                 {
392                     shader->u.ps.input_reg_used[reg->idx] = TRUE;
393                 }
394             }
395             else reg_maps->input_registers |= 1 << reg->idx;
396             break;
397
398         case WINED3DSPR_RASTOUT:
399             if (reg->idx == 1) reg_maps->fog = 1;
400             break;
401
402         case WINED3DSPR_MISCTYPE:
403             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
404             {
405                 if (!reg->idx) reg_maps->vpos = 1;
406                 else if (reg->idx == 1) reg_maps->usesfacing = 1;
407             }
408             break;
409
410         case WINED3DSPR_CONST:
411             if (reg->rel_addr)
412             {
413                 if (reg->idx < reg_maps->min_rel_offset) reg_maps->min_rel_offset = reg->idx;
414                 if (reg->idx > reg_maps->max_rel_offset) reg_maps->max_rel_offset = reg->idx;
415                 reg_maps->usesrelconstF = TRUE;
416             }
417             else
418             {
419                 set_bitmap_bit(reg_maps->constf, reg->idx);
420             }
421             break;
422
423         case WINED3DSPR_CONSTINT:
424             reg_maps->integer_constants |= (1 << reg->idx);
425             break;
426
427         case WINED3DSPR_CONSTBOOL:
428             reg_maps->boolean_constants |= (1 << reg->idx);
429             break;
430
431         case WINED3DSPR_COLOROUT:
432             reg_maps->rt_mask |= (1 << reg->idx);
433             break;
434
435         default:
436             TRACE("Not recording register of type %#x and idx %u\n", reg->type, reg->idx);
437             break;
438     }
439 }
440
441 static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
442 {
443     switch (instr)
444     {
445         case WINED3DSIH_M4x4:
446         case WINED3DSIH_M3x4:
447             return param == 1 ? 3 : 0;
448
449         case WINED3DSIH_M4x3:
450         case WINED3DSIH_M3x3:
451             return param == 1 ? 2 : 0;
452
453         case WINED3DSIH_M3x2:
454             return param == 1 ? 1 : 0;
455
456         default:
457             return 0;
458     }
459 }
460
461 /* Note that this does not count the loop register as an address register. */
462 static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
463         struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
464         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size)
465 {
466     unsigned int cur_loop_depth = 0, max_loop_depth = 0;
467     void *fe_data = shader->frontend_data;
468     struct wined3d_shader_version shader_version;
469     const DWORD *ptr = byte_code;
470
471     memset(reg_maps, 0, sizeof(*reg_maps));
472     reg_maps->min_rel_offset = ~0U;
473
474     fe->shader_read_header(fe_data, &ptr, &shader_version);
475     reg_maps->shader_version = shader_version;
476
477     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
478             sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
479     if (!reg_maps->constf)
480     {
481         ERR("Failed to allocate constant map memory.\n");
482         return E_OUTOFMEMORY;
483     }
484
485     while (!fe->shader_is_end(fe_data, &ptr))
486     {
487         struct wined3d_shader_instruction ins;
488         const char *comment;
489         UINT comment_size;
490
491         /* Skip comments. */
492         fe->shader_read_comment(&ptr, &comment, &comment_size);
493         if (comment) continue;
494
495         /* Fetch opcode. */
496         fe->shader_read_instruction(fe_data, &ptr, &ins);
497
498         /* Unhandled opcode, and its parameters. */
499         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
500         {
501             TRACE("Skipping unrecognized instruction.\n");
502             continue;
503         }
504
505         /* Handle declarations. */
506         if (ins.handler_idx == WINED3DSIH_DCL)
507         {
508             struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
509
510             switch (semantic->reg.reg.type)
511             {
512                 /* Mark input registers used. */
513                 case WINED3DSPR_INPUT:
514                     reg_maps->input_registers |= 1 << semantic->reg.reg.idx;
515                     shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx], semantic);
516                     break;
517
518                 /* Vertex shader: mark 3.0 output registers used, save token. */
519                 case WINED3DSPR_OUTPUT:
520                     reg_maps->output_registers |= 1 << semantic->reg.reg.idx;
521                     shader_signature_from_semantic(&output_signature[semantic->reg.reg.idx], semantic);
522                     if (semantic->usage == WINED3D_DECL_USAGE_FOG)
523                         reg_maps->fog = 1;
524                     break;
525
526                 /* Save sampler usage token. */
527                 case WINED3DSPR_SAMPLER:
528                     reg_maps->sampler_type[semantic->reg.reg.idx] = semantic->sampler_type;
529                     break;
530
531                 default:
532                     TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
533                     break;
534             }
535         }
536         else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
537         {
538             struct wined3d_shader_register *reg = &ins.declaration.src.reg;
539             if (reg->idx >= WINED3D_MAX_CBS)
540                 ERR("Invalid CB index %u.\n", reg->idx);
541             else
542                 reg_maps->cb_sizes[reg->idx] = reg->array_idx;
543         }
544         else if (ins.handler_idx == WINED3DSIH_DEF)
545         {
546             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
547             if (!lconst) return E_OUTOFMEMORY;
548
549             lconst->idx = ins.dst[0].reg.idx;
550             memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
551
552             /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
553             if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
554             {
555                 float *value = (float *)lconst->value;
556                 if (value[0] < -1.0f) value[0] = -1.0f;
557                 else if (value[0] > 1.0f) value[0] = 1.0f;
558                 if (value[1] < -1.0f) value[1] = -1.0f;
559                 else if (value[1] > 1.0f) value[1] = 1.0f;
560                 if (value[2] < -1.0f) value[2] = -1.0f;
561                 else if (value[2] > 1.0f) value[2] = 1.0f;
562                 if (value[3] < -1.0f) value[3] = -1.0f;
563                 else if (value[3] > 1.0f) value[3] = 1.0f;
564             }
565
566             list_add_head(&shader->constantsF, &lconst->entry);
567         }
568         else if (ins.handler_idx == WINED3DSIH_DEFI)
569         {
570             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
571             if (!lconst) return E_OUTOFMEMORY;
572
573             lconst->idx = ins.dst[0].reg.idx;
574             memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
575
576             list_add_head(&shader->constantsI, &lconst->entry);
577             reg_maps->local_int_consts |= (1 << lconst->idx);
578         }
579         else if (ins.handler_idx == WINED3DSIH_DEFB)
580         {
581             struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
582             if (!lconst) return E_OUTOFMEMORY;
583
584             lconst->idx = ins.dst[0].reg.idx;
585             memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
586
587             list_add_head(&shader->constantsB, &lconst->entry);
588             reg_maps->local_bool_consts |= (1 << lconst->idx);
589         }
590         /* For subroutine prototypes. */
591         else if (ins.handler_idx == WINED3DSIH_LABEL)
592         {
593             reg_maps->labels |= 1 << ins.src[0].reg.idx;
594         }
595         /* Set texture, address, temporary registers. */
596         else
597         {
598             BOOL color0_mov = FALSE;
599             unsigned int i;
600
601             /* This will loop over all the registers and try to
602              * make a bitmask of the ones we're interested in.
603              *
604              * Relative addressing tokens are ignored, but that's
605              * okay, since we'll catch any address registers when
606              * they are initialized (required by spec). */
607             for (i = 0; i < ins.dst_count; ++i)
608             {
609                 shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
610
611                 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
612                  * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
613                  * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
614                 if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX && shader_version.major < 3)
615                 {
616                     UINT idx = ins.dst[i].reg.idx;
617
618                     switch (ins.dst[i].reg.type)
619                     {
620                         case WINED3DSPR_RASTOUT:
621                             switch (idx)
622                             {
623                                 case 0: /* oPos */
624                                     reg_maps->output_registers |= 1 << 10;
625                                     shader_signature_from_usage(&output_signature[10],
626                                             WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
627                                     break;
628
629                                 case 1: /* oFog */
630                                     reg_maps->output_registers |= 1 << 11;
631                                     shader_signature_from_usage(&output_signature[11],
632                                             WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
633                                     break;
634
635                                 case 2: /* oPts */
636                                     reg_maps->output_registers |= 1 << 11;
637                                     shader_signature_from_usage(&output_signature[11],
638                                             WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
639                                     break;
640                             }
641                             break;
642
643                         case WINED3DSPR_ATTROUT:
644                             if (idx < 2)
645                             {
646                                 idx += 8;
647                                 if (reg_maps->output_registers & (1 << idx))
648                                 {
649                                     output_signature[idx].mask |= ins.dst[i].write_mask;
650                                 }
651                                 else
652                                 {
653                                     reg_maps->output_registers |= 1 << idx;
654                                     shader_signature_from_usage(&output_signature[idx],
655                                             WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
656                                 }
657                             }
658                             break;
659
660                         case WINED3DSPR_TEXCRDOUT:
661
662                             reg_maps->texcoord_mask[idx] |= ins.dst[i].write_mask;
663                             if (reg_maps->output_registers & (1 << idx))
664                             {
665                                 output_signature[idx].mask |= ins.dst[i].write_mask;
666                             }
667                             else
668                             {
669                                 reg_maps->output_registers |= 1 << idx;
670                                 shader_signature_from_usage(&output_signature[idx],
671                                         WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
672                             }
673                             break;
674
675                         default:
676                             break;
677                     }
678                 }
679
680                 if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
681                 {
682                     if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx)
683                     {
684                         /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
685                          * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
686                          * the mov and perform the sRGB write correction from the source register.
687                          *
688                          * However, if the mov is only partial, we can't do this, and if the write
689                          * comes from an instruction other than MOV it is hard to do as well. If
690                          * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
691                         shader->u.ps.color0_mov = FALSE;
692                         if (ins.handler_idx == WINED3DSIH_MOV
693                                 && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
694                         {
695                             /* Used later when the source register is read. */
696                             color0_mov = TRUE;
697                         }
698                     }
699                     /* Also drop the MOV marker if the source register is overwritten prior to the shader
700                      * end
701                      */
702                     else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
703                             && ins.dst[i].reg.idx == shader->u.ps.color0_reg)
704                     {
705                         shader->u.ps.color0_mov = FALSE;
706                     }
707                 }
708
709                 /* Declare 1.x samplers implicitly, based on the destination reg. number. */
710                 if (shader_version.major == 1
711                         && (ins.handler_idx == WINED3DSIH_TEX
712                             || ins.handler_idx == WINED3DSIH_TEXBEM
713                             || ins.handler_idx == WINED3DSIH_TEXBEML
714                             || ins.handler_idx == WINED3DSIH_TEXDP3TEX
715                             || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
716                             || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
717                             || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
718                             || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
719                             || ins.handler_idx == WINED3DSIH_TEXREG2AR
720                             || ins.handler_idx == WINED3DSIH_TEXREG2GB
721                             || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
722                 {
723                     /* Fake sampler usage, only set reserved bit and type. */
724                     DWORD sampler_code = ins.dst[i].reg.idx;
725
726                     TRACE("Setting fake 2D sampler for 1.x pixelshader.\n");
727                     reg_maps->sampler_type[sampler_code] = WINED3DSTT_2D;
728
729                     /* texbem is only valid with < 1.4 pixel shaders */
730                     if (ins.handler_idx == WINED3DSIH_TEXBEM
731                             || ins.handler_idx == WINED3DSIH_TEXBEML)
732                     {
733                         reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx;
734                         if (ins.handler_idx == WINED3DSIH_TEXBEML)
735                         {
736                             reg_maps->luminanceparams |= 1 << ins.dst[i].reg.idx;
737                         }
738                     }
739                 }
740                 else if (ins.handler_idx == WINED3DSIH_BEM)
741                 {
742                     reg_maps->bumpmat |= 1 << ins.dst[i].reg.idx;
743                 }
744             }
745
746             if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
747             else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
748             else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
749             else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
750             else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
751             else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
752             else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
753             else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
754             else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
755             else if (ins.handler_idx == WINED3DSIH_LOOP
756                     || ins.handler_idx == WINED3DSIH_REP)
757             {
758                 ++cur_loop_depth;
759                 if (cur_loop_depth > max_loop_depth)
760                     max_loop_depth = cur_loop_depth;
761             }
762             else if (ins.handler_idx == WINED3DSIH_ENDLOOP
763                     || ins.handler_idx == WINED3DSIH_ENDREP)
764                 --cur_loop_depth;
765
766             if (ins.predicate)
767                 shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
768
769             for (i = 0; i < ins.src_count; ++i)
770             {
771                 unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
772                 struct wined3d_shader_register reg = ins.src[i].reg;
773
774                 shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
775                 while (count)
776                 {
777                     ++reg.idx;
778                     shader_record_register_usage(shader, reg_maps, &reg, shader_version.type);
779                     --count;
780                 }
781
782                 if (color0_mov)
783                 {
784                     if (ins.src[i].reg.type == WINED3DSPR_TEMP
785                             && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
786                     {
787                         shader->u.ps.color0_mov = TRUE;
788                         shader->u.ps.color0_reg = ins.src[i].reg.idx;
789                     }
790                 }
791             }
792         }
793     }
794     reg_maps->loop_depth = max_loop_depth;
795
796     /* PS before 2.0 don't have explicit color outputs. Instead the value of
797      * R0 is written to the render target. */
798     if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
799         reg_maps->rt_mask |= (1 << 0);
800
801     shader->functionLength = ((const char *)ptr - (const char *)byte_code);
802
803     return WINED3D_OK;
804 }
805
806 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
807 {
808     DWORD map = 1 << max;
809     map |= map - 1;
810     map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
811
812     return wined3d_log2i(map);
813 }
814
815 static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semantic,
816         const struct wined3d_shader_version *shader_version)
817 {
818     TRACE("dcl");
819
820     if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
821     {
822         switch (semantic->sampler_type)
823         {
824             case WINED3DSTT_2D: TRACE("_2d"); break;
825             case WINED3DSTT_CUBE: TRACE("_cube"); break;
826             case WINED3DSTT_VOLUME: TRACE("_volume"); break;
827             default: TRACE("_unknown_ttype(0x%08x)", semantic->sampler_type);
828         }
829     }
830     else
831     {
832         /* Pixel shaders 3.0 don't have usage semantics. */
833         if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL) return;
834         else TRACE("_");
835
836         switch (semantic->usage)
837         {
838             case WINED3D_DECL_USAGE_POSITION:
839                 TRACE("position%u", semantic->usage_idx);
840                 break;
841
842             case WINED3D_DECL_USAGE_BLEND_INDICES:
843                 TRACE("blend");
844                 break;
845
846             case WINED3D_DECL_USAGE_BLEND_WEIGHT:
847                 TRACE("weight");
848                 break;
849
850             case WINED3D_DECL_USAGE_NORMAL:
851                 TRACE("normal%u", semantic->usage_idx);
852                 break;
853
854             case WINED3D_DECL_USAGE_PSIZE:
855                 TRACE("psize");
856                 break;
857
858             case WINED3D_DECL_USAGE_COLOR:
859                 if (!semantic->usage_idx) TRACE("color");
860                 else TRACE("specular%u", (semantic->usage_idx - 1));
861                 break;
862
863             case WINED3D_DECL_USAGE_TEXCOORD:
864                 TRACE("texture%u", semantic->usage_idx);
865                 break;
866
867             case WINED3D_DECL_USAGE_TANGENT:
868                 TRACE("tangent");
869                 break;
870
871             case WINED3D_DECL_USAGE_BINORMAL:
872                 TRACE("binormal");
873                 break;
874
875             case WINED3D_DECL_USAGE_TESS_FACTOR:
876                 TRACE("tessfactor");
877                 break;
878
879             case WINED3D_DECL_USAGE_POSITIONT:
880                 TRACE("positionT%u", semantic->usage_idx);
881                 break;
882
883             case WINED3D_DECL_USAGE_FOG:
884                 TRACE("fog");
885                 break;
886
887             case WINED3D_DECL_USAGE_DEPTH:
888                 TRACE("depth");
889                 break;
890
891             case WINED3D_DECL_USAGE_SAMPLE:
892                 TRACE("sample");
893                 break;
894
895             default:
896                 FIXME("unknown_semantics(0x%08x)", semantic->usage);
897         }
898     }
899 }
900
901 static void shader_dump_register(const struct wined3d_shader_register *reg,
902         const struct wined3d_shader_version *shader_version)
903 {
904     static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
905     static const char * const misctype_reg_names[] = {"vPos", "vFace"};
906     UINT offset = reg->idx;
907
908     switch (reg->type)
909     {
910         case WINED3DSPR_TEMP:
911             TRACE("r");
912             break;
913
914         case WINED3DSPR_INPUT:
915             TRACE("v");
916             break;
917
918         case WINED3DSPR_CONST:
919         case WINED3DSPR_CONST2:
920         case WINED3DSPR_CONST3:
921         case WINED3DSPR_CONST4:
922             TRACE("c");
923             offset = shader_get_float_offset(reg->type, reg->idx);
924             break;
925
926         case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
927             TRACE("%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
928             break;
929
930         case WINED3DSPR_RASTOUT:
931             TRACE("%s", rastout_reg_names[reg->idx]);
932             break;
933
934         case WINED3DSPR_COLOROUT:
935             TRACE("oC");
936             break;
937
938         case WINED3DSPR_DEPTHOUT:
939             TRACE("oDepth");
940             break;
941
942         case WINED3DSPR_ATTROUT:
943             TRACE("oD");
944             break;
945
946         case WINED3DSPR_TEXCRDOUT:
947             /* Vertex shaders >= 3.0 use general purpose output registers
948              * (WINED3DSPR_OUTPUT), which can include an address token. */
949             if (shader_version->major >= 3) TRACE("o");
950             else TRACE("oT");
951             break;
952
953         case WINED3DSPR_CONSTINT:
954             TRACE("i");
955             break;
956
957         case WINED3DSPR_CONSTBOOL:
958             TRACE("b");
959             break;
960
961         case WINED3DSPR_LABEL:
962             TRACE("l");
963             break;
964
965         case WINED3DSPR_LOOP:
966             TRACE("aL");
967             break;
968
969         case WINED3DSPR_SAMPLER:
970             TRACE("s");
971             break;
972
973         case WINED3DSPR_MISCTYPE:
974             if (reg->idx > 1) FIXME("Unhandled misctype register %u.\n", reg->idx);
975             else TRACE("%s", misctype_reg_names[reg->idx]);
976             break;
977
978         case WINED3DSPR_PREDICATE:
979             TRACE("p");
980             break;
981
982         case WINED3DSPR_IMMCONST:
983             TRACE("l");
984             break;
985
986         case WINED3DSPR_CONSTBUFFER:
987             TRACE("cb");
988             break;
989
990         case WINED3DSPR_NULL:
991             TRACE("null");
992             break;
993
994         case WINED3DSPR_RESOURCE:
995             TRACE("t");
996             break;
997
998         default:
999             TRACE("unhandled_rtype(%#x)", reg->type);
1000             break;
1001     }
1002
1003     if (reg->type == WINED3DSPR_IMMCONST)
1004     {
1005         TRACE("(");
1006         switch (reg->immconst_type)
1007         {
1008             case WINED3D_IMMCONST_SCALAR:
1009                 switch (reg->data_type)
1010                 {
1011                     case WINED3D_DATA_FLOAT:
1012                         TRACE("%.8e", *(const float *)reg->immconst_data);
1013                         break;
1014                     case WINED3D_DATA_INT:
1015                         TRACE("%d", reg->immconst_data[0]);
1016                         break;
1017                     case WINED3D_DATA_RESOURCE:
1018                     case WINED3D_DATA_SAMPLER:
1019                     case WINED3D_DATA_UINT:
1020                         TRACE("%u", reg->immconst_data[0]);
1021                         break;
1022                     default:
1023                         TRACE("<unhandled data type %#x>", reg->data_type);
1024                         break;
1025                 }
1026                 break;
1027
1028             case WINED3D_IMMCONST_VEC4:
1029                 switch (reg->data_type)
1030                 {
1031                     case WINED3D_DATA_FLOAT:
1032                         TRACE("%.8e, %.8e, %.8e, %.8e",
1033                                 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1034                                 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1035                         break;
1036                     case WINED3D_DATA_INT:
1037                         TRACE("%d, %d, %d, %d",
1038                                 reg->immconst_data[0], reg->immconst_data[1],
1039                                 reg->immconst_data[2], reg->immconst_data[3]);
1040                         break;
1041                     case WINED3D_DATA_RESOURCE:
1042                     case WINED3D_DATA_SAMPLER:
1043                     case WINED3D_DATA_UINT:
1044                         TRACE("%u, %u, %u, %u",
1045                                 reg->immconst_data[0], reg->immconst_data[1],
1046                                 reg->immconst_data[2], reg->immconst_data[3]);
1047                         break;
1048                     default:
1049                         TRACE("<unhandled data type %#x>", reg->data_type);
1050                         break;
1051                 }
1052                 break;
1053
1054             default:
1055                 TRACE("<unhandled immconst_type %#x>", reg->immconst_type);
1056                 break;
1057         }
1058         TRACE(")");
1059     }
1060     else if (reg->type != WINED3DSPR_RASTOUT
1061             && reg->type != WINED3DSPR_MISCTYPE
1062             && reg->type != WINED3DSPR_NULL)
1063     {
1064         if (offset != ~0U)
1065         {
1066             TRACE("[");
1067             if (reg->rel_addr)
1068             {
1069                 shader_dump_src_param(reg->rel_addr, shader_version);
1070                 TRACE(" + ");
1071             }
1072             TRACE("%u]", offset);
1073
1074             if (reg->array_idx != ~0U)
1075             {
1076                 TRACE("[");
1077                 if (reg->array_rel_addr)
1078                 {
1079                     shader_dump_src_param(reg->array_rel_addr, shader_version);
1080                     TRACE(" + ");
1081                 }
1082                 TRACE("%u]", reg->array_idx);
1083             }
1084         }
1085     }
1086 }
1087
1088 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
1089         const struct wined3d_shader_version *shader_version)
1090 {
1091     DWORD write_mask = param->write_mask;
1092
1093     shader_dump_register(&param->reg, shader_version);
1094
1095     if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
1096     {
1097         static const char *write_mask_chars = "xyzw";
1098
1099         TRACE(".");
1100         if (write_mask & WINED3DSP_WRITEMASK_0) TRACE("%c", write_mask_chars[0]);
1101         if (write_mask & WINED3DSP_WRITEMASK_1) TRACE("%c", write_mask_chars[1]);
1102         if (write_mask & WINED3DSP_WRITEMASK_2) TRACE("%c", write_mask_chars[2]);
1103         if (write_mask & WINED3DSP_WRITEMASK_3) TRACE("%c", write_mask_chars[3]);
1104     }
1105 }
1106
1107 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
1108         const struct wined3d_shader_version *shader_version)
1109 {
1110     enum wined3d_shader_src_modifier src_modifier = param->modifiers;
1111     DWORD swizzle = param->swizzle;
1112
1113     if (src_modifier == WINED3DSPSM_NEG
1114             || src_modifier == WINED3DSPSM_BIASNEG
1115             || src_modifier == WINED3DSPSM_SIGNNEG
1116             || src_modifier == WINED3DSPSM_X2NEG
1117             || src_modifier == WINED3DSPSM_ABSNEG)
1118         TRACE("-");
1119     else if (src_modifier == WINED3DSPSM_COMP)
1120         TRACE("1-");
1121     else if (src_modifier == WINED3DSPSM_NOT)
1122         TRACE("!");
1123
1124     if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
1125         TRACE("abs(");
1126
1127     shader_dump_register(&param->reg, shader_version);
1128
1129     if (src_modifier)
1130     {
1131         switch (src_modifier)
1132         {
1133             case WINED3DSPSM_NONE:    break;
1134             case WINED3DSPSM_NEG:     break;
1135             case WINED3DSPSM_NOT:     break;
1136             case WINED3DSPSM_BIAS:    TRACE("_bias"); break;
1137             case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
1138             case WINED3DSPSM_SIGN:    TRACE("_bx2"); break;
1139             case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
1140             case WINED3DSPSM_COMP:    break;
1141             case WINED3DSPSM_X2:      TRACE("_x2"); break;
1142             case WINED3DSPSM_X2NEG:   TRACE("_x2"); break;
1143             case WINED3DSPSM_DZ:      TRACE("_dz"); break;
1144             case WINED3DSPSM_DW:      TRACE("_dw"); break;
1145             case WINED3DSPSM_ABSNEG:  TRACE(")"); break;
1146             case WINED3DSPSM_ABS:     TRACE(")"); break;
1147             default:                  TRACE("_unknown_modifier(%#x)", src_modifier);
1148         }
1149     }
1150
1151     if (swizzle != WINED3DSP_NOSWIZZLE)
1152     {
1153         static const char *swizzle_chars = "xyzw";
1154         DWORD swizzle_x = swizzle & 0x03;
1155         DWORD swizzle_y = (swizzle >> 2) & 0x03;
1156         DWORD swizzle_z = (swizzle >> 4) & 0x03;
1157         DWORD swizzle_w = (swizzle >> 6) & 0x03;
1158
1159         if (swizzle_x == swizzle_y
1160                 && swizzle_x == swizzle_z
1161                 && swizzle_x == swizzle_w)
1162         {
1163             TRACE(".%c", swizzle_chars[swizzle_x]);
1164         }
1165         else
1166         {
1167             TRACE(".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
1168                     swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
1169         }
1170     }
1171 }
1172
1173 /* Shared code in order to generate the bulk of the shader string.
1174  * NOTE: A description of how to parse tokens can be found on MSDN. */
1175 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
1176         const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
1177 {
1178     struct wined3d_device *device = shader->device;
1179     const struct wined3d_shader_frontend *fe = shader->frontend;
1180     void *fe_data = shader->frontend_data;
1181     struct wined3d_shader_version shader_version;
1182     struct wined3d_shader_loop_state loop_state;
1183     struct wined3d_shader_instruction ins;
1184     struct wined3d_shader_tex_mx tex_mx;
1185     struct wined3d_shader_context ctx;
1186     const DWORD *ptr = byte_code;
1187
1188     /* Initialize current parsing state. */
1189     tex_mx.current_row = 0;
1190     loop_state.current_depth = 0;
1191     loop_state.current_reg = 0;
1192
1193     ctx.shader = shader;
1194     ctx.gl_info = &device->adapter->gl_info;
1195     ctx.reg_maps = reg_maps;
1196     ctx.buffer = buffer;
1197     ctx.tex_mx = &tex_mx;
1198     ctx.loop_state = &loop_state;
1199     ctx.backend_data = backend_ctx;
1200     ins.ctx = &ctx;
1201
1202     fe->shader_read_header(fe_data, &ptr, &shader_version);
1203
1204     while (!fe->shader_is_end(fe_data, &ptr))
1205     {
1206         const char *comment;
1207         UINT comment_size;
1208
1209         /* Skip comment tokens. */
1210         fe->shader_read_comment(&ptr, &comment, &comment_size);
1211         if (comment) continue;
1212
1213         /* Read opcode. */
1214         fe->shader_read_instruction(fe_data, &ptr, &ins);
1215
1216         /* Unknown opcode and its parameters. */
1217         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1218         {
1219             TRACE("Skipping unrecognized instruction.\n");
1220             continue;
1221         }
1222
1223         if (ins.predicate)
1224             FIXME("Predicates not implemented.\n");
1225
1226         /* Call appropriate function for output target */
1227         device->shader_backend->shader_handle_instruction(&ins);
1228     }
1229 }
1230
1231 static void shader_dump_ins_modifiers(const struct wined3d_shader_dst_param *dst)
1232 {
1233     DWORD mmask = dst->modifiers;
1234
1235     switch (dst->shift)
1236     {
1237         case 0: break;
1238         case 13: TRACE("_d8"); break;
1239         case 14: TRACE("_d4"); break;
1240         case 15: TRACE("_d2"); break;
1241         case 1: TRACE("_x2"); break;
1242         case 2: TRACE("_x4"); break;
1243         case 3: TRACE("_x8"); break;
1244         default: TRACE("_unhandled_shift(%d)", dst->shift); break;
1245     }
1246
1247     if (mmask & WINED3DSPDM_SATURATE)         TRACE("_sat");
1248     if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
1249     if (mmask & WINED3DSPDM_MSAMPCENTROID)    TRACE("_centroid");
1250
1251     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
1252     if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
1253 }
1254
1255 static void shader_dump_primitive_type(enum wined3d_primitive_type primitive_type)
1256 {
1257     switch (primitive_type)
1258     {
1259         case WINED3D_PT_UNDEFINED:
1260             TRACE("undefined");
1261             break;
1262         case WINED3D_PT_POINTLIST:
1263             TRACE("pointlist");
1264             break;
1265         case WINED3D_PT_LINELIST:
1266             TRACE("linelist");
1267             break;
1268         case WINED3D_PT_LINESTRIP:
1269             TRACE("linestrip");
1270             break;
1271         case WINED3D_PT_TRIANGLELIST:
1272             TRACE("trianglelist");
1273             break;
1274         case WINED3D_PT_TRIANGLESTRIP:
1275             TRACE("trianglestrip");
1276             break;
1277         case WINED3D_PT_TRIANGLEFAN:
1278             TRACE("trianglefan");
1279             break;
1280         case WINED3D_PT_LINELIST_ADJ:
1281             TRACE("linelist_adj");
1282             break;
1283         case WINED3D_PT_LINESTRIP_ADJ:
1284             TRACE("linestrip_adj");
1285             break;
1286         case WINED3D_PT_TRIANGLELIST_ADJ:
1287             TRACE("trianglelist_adj");
1288             break;
1289         case WINED3D_PT_TRIANGLESTRIP_ADJ:
1290             TRACE("trianglestrip_adj");
1291             break;
1292         default:
1293             TRACE("<unrecognized_primitive_type %#x>", primitive_type);
1294             break;
1295     }
1296 }
1297
1298 static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
1299 {
1300     struct wined3d_shader_version shader_version;
1301     const DWORD *ptr = byte_code;
1302     const char *type_prefix;
1303     DWORD i;
1304
1305     TRACE("Parsing %p.\n", byte_code);
1306
1307     fe->shader_read_header(fe_data, &ptr, &shader_version);
1308
1309     switch (shader_version.type)
1310     {
1311         case WINED3D_SHADER_TYPE_VERTEX:
1312             type_prefix = "vs";
1313             break;
1314
1315         case WINED3D_SHADER_TYPE_GEOMETRY:
1316             type_prefix = "gs";
1317             break;
1318
1319         case WINED3D_SHADER_TYPE_PIXEL:
1320             type_prefix = "ps";
1321             break;
1322
1323         default:
1324             FIXME("Unhandled shader type %#x.\n", shader_version.type);
1325             type_prefix = "unknown";
1326             break;
1327     }
1328
1329     TRACE("%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
1330
1331     while (!fe->shader_is_end(fe_data, &ptr))
1332     {
1333         struct wined3d_shader_instruction ins;
1334         const char *comment;
1335         UINT comment_size;
1336
1337         /* comment */
1338         fe->shader_read_comment(&ptr, &comment, &comment_size);
1339         if (comment)
1340         {
1341             if (comment_size > 4 && *(const DWORD *)comment == WINEMAKEFOURCC('T', 'E', 'X', 'T'))
1342             {
1343                 const char *end = comment + comment_size;
1344                 const char *ptr = comment + 4;
1345                 const char *line = ptr;
1346
1347                 TRACE("// TEXT\n");
1348                 while (ptr != end)
1349                 {
1350                     if (*ptr == '\n')
1351                     {
1352                         UINT len = ptr - line;
1353                         if (len && *(ptr - 1) == '\r') --len;
1354                         TRACE("// %s\n", debugstr_an(line, len));
1355                         line = ++ptr;
1356                     }
1357                     else ++ptr;
1358                 }
1359                 if (line != ptr) TRACE("// %s\n", debugstr_an(line, ptr - line));
1360             }
1361             else TRACE("// %s\n", debugstr_an(comment, comment_size));
1362             continue;
1363         }
1364
1365         fe->shader_read_instruction(fe_data, &ptr, &ins);
1366         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
1367         {
1368             TRACE("Skipping unrecognized instruction.\n");
1369             continue;
1370         }
1371
1372         if (ins.handler_idx == WINED3DSIH_DCL)
1373         {
1374             shader_dump_decl_usage(&ins.declaration.semantic, &shader_version);
1375             shader_dump_ins_modifiers(&ins.declaration.semantic.reg);
1376             TRACE(" ");
1377             shader_dump_dst_param(&ins.declaration.semantic.reg, &shader_version);
1378         }
1379         else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
1380         {
1381             TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1382             shader_dump_src_param(&ins.declaration.src, &shader_version);
1383             TRACE(", %s", ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
1384         }
1385         else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
1386                 || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
1387         {
1388             TRACE("%s ", shader_opcode_names[ins.handler_idx]);
1389             shader_dump_primitive_type(ins.declaration.primitive_type);
1390         }
1391         else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
1392         {
1393             TRACE("%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
1394         }
1395         else if (ins.handler_idx == WINED3DSIH_DEF)
1396         {
1397             TRACE("def c%u = %f, %f, %f, %f", shader_get_float_offset(ins.dst[0].reg.type, ins.dst[0].reg.idx),
1398                     *(const float *)&ins.src[0].reg.immconst_data[0],
1399                     *(const float *)&ins.src[0].reg.immconst_data[1],
1400                     *(const float *)&ins.src[0].reg.immconst_data[2],
1401                     *(const float *)&ins.src[0].reg.immconst_data[3]);
1402         }
1403         else if (ins.handler_idx == WINED3DSIH_DEFI)
1404         {
1405             TRACE("defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx,
1406                     ins.src[0].reg.immconst_data[0],
1407                     ins.src[0].reg.immconst_data[1],
1408                     ins.src[0].reg.immconst_data[2],
1409                     ins.src[0].reg.immconst_data[3]);
1410         }
1411         else if (ins.handler_idx == WINED3DSIH_DEFB)
1412         {
1413             TRACE("defb b%u = %s", ins.dst[0].reg.idx, ins.src[0].reg.immconst_data[0] ? "true" : "false");
1414         }
1415         else
1416         {
1417             if (ins.predicate)
1418             {
1419                 TRACE("(");
1420                 shader_dump_src_param(ins.predicate, &shader_version);
1421                 TRACE(") ");
1422             }
1423
1424             /* PixWin marks instructions with the coissue flag with a '+' */
1425             if (ins.coissue) TRACE("+");
1426
1427             TRACE("%s", shader_opcode_names[ins.handler_idx]);
1428
1429             if (ins.handler_idx == WINED3DSIH_IFC
1430                     || ins.handler_idx == WINED3DSIH_BREAKC)
1431             {
1432                 switch (ins.flags)
1433                 {
1434                     case WINED3D_SHADER_REL_OP_GT: TRACE("_gt"); break;
1435                     case WINED3D_SHADER_REL_OP_EQ: TRACE("_eq"); break;
1436                     case WINED3D_SHADER_REL_OP_GE: TRACE("_ge"); break;
1437                     case WINED3D_SHADER_REL_OP_LT: TRACE("_lt"); break;
1438                     case WINED3D_SHADER_REL_OP_NE: TRACE("_ne"); break;
1439                     case WINED3D_SHADER_REL_OP_LE: TRACE("_le"); break;
1440                     default: TRACE("_(%u)", ins.flags);
1441                 }
1442             }
1443             else if (ins.handler_idx == WINED3DSIH_TEX
1444                     && shader_version.major >= 2
1445                     && (ins.flags & WINED3DSI_TEXLD_PROJECT))
1446             {
1447                 TRACE("p");
1448             }
1449
1450             for (i = 0; i < ins.dst_count; ++i)
1451             {
1452                 shader_dump_ins_modifiers(&ins.dst[i]);
1453                 TRACE(!i ? " " : ", ");
1454                 shader_dump_dst_param(&ins.dst[i], &shader_version);
1455             }
1456
1457             /* Other source tokens */
1458             for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
1459             {
1460                 TRACE(!i ? " " : ", ");
1461                 shader_dump_src_param(&ins.src[i - ins.dst_count], &shader_version);
1462             }
1463         }
1464         TRACE("\n");
1465     }
1466 }
1467
1468 static void shader_cleanup(struct wined3d_shader *shader)
1469 {
1470     shader->device->shader_backend->shader_destroy(shader);
1471     HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
1472     HeapFree(GetProcessHeap(), 0, shader->function);
1473     shader_delete_constant_list(&shader->constantsF);
1474     shader_delete_constant_list(&shader->constantsB);
1475     shader_delete_constant_list(&shader->constantsI);
1476     list_remove(&shader->shader_list_entry);
1477
1478     if (shader->frontend && shader->frontend_data)
1479         shader->frontend->shader_free(shader->frontend_data);
1480 }
1481
1482 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
1483 static void shader_none_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1484 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
1485         enum tex_types tex_type, const SIZE *ds_mask_size) {}
1486 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
1487 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
1488 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
1489 static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
1490 static void shader_none_load_np2fixup_constants(void *shader_priv,
1491         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
1492 static void shader_none_destroy(struct wined3d_shader *shader) {}
1493 static HRESULT shader_none_alloc(struct wined3d_device *device) {return WINED3D_OK;}
1494 static void shader_none_free(struct wined3d_device *device) {}
1495 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {}
1496
1497 static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
1498 {
1499     /* Set the shader caps to 0 for the none shader backend */
1500     caps->vs_version = 0;
1501     caps->gs_version = 0;
1502     caps->ps_version = 0;
1503     caps->vs_uniform_count = 0;
1504     caps->ps_uniform_count = 0;
1505     caps->ps_1x_max_value = 0.0f;
1506     caps->vs_clipping = FALSE;
1507 }
1508
1509 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1510 {
1511     if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1512     {
1513         TRACE("Checking support for fixup:\n");
1514         dump_color_fixup_desc(fixup);
1515     }
1516
1517     /* Faked to make some apps happy. */
1518     if (!is_complex_fixup(fixup))
1519     {
1520         TRACE("[OK]\n");
1521         return TRUE;
1522     }
1523
1524     TRACE("[FAILED]\n");
1525     return FALSE;
1526 }
1527
1528 const struct wined3d_shader_backend_ops none_shader_backend =
1529 {
1530     shader_none_handle_instruction,
1531     shader_none_select,
1532     shader_none_select_depth_blt,
1533     shader_none_deselect_depth_blt,
1534     shader_none_update_float_vertex_constants,
1535     shader_none_update_float_pixel_constants,
1536     shader_none_load_constants,
1537     shader_none_load_np2fixup_constants,
1538     shader_none_destroy,
1539     shader_none_alloc,
1540     shader_none_free,
1541     shader_none_context_destroyed,
1542     shader_none_get_caps,
1543     shader_none_color_fixup_supported,
1544 };
1545
1546 static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
1547         const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
1548         enum wined3d_shader_type type, unsigned int max_version)
1549 {
1550     struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1551     const struct wined3d_shader_frontend *fe;
1552     HRESULT hr;
1553     unsigned int backend_version;
1554
1555     TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
1556             shader, byte_code, output_signature, float_const_count);
1557
1558     fe = shader_select_frontend(*byte_code);
1559     if (!fe)
1560     {
1561         FIXME("Unable to find frontend for shader.\n");
1562         return WINED3DERR_INVALIDCALL;
1563     }
1564     shader->frontend = fe;
1565     shader->frontend_data = fe->shader_init(byte_code, output_signature);
1566     if (!shader->frontend_data)
1567     {
1568         FIXME("Failed to initialize frontend.\n");
1569         return WINED3DERR_INVALIDCALL;
1570     }
1571
1572     /* First pass: trace shader. */
1573     if (TRACE_ON(d3d_shader))
1574         shader_trace_init(fe, shader->frontend_data, byte_code);
1575
1576     /* Initialize immediate constant lists. */
1577     list_init(&shader->constantsF);
1578     list_init(&shader->constantsB);
1579     list_init(&shader->constantsI);
1580
1581     /* Second pass: figure out which registers are used, what the semantics are, etc. */
1582     hr = shader_get_registers_used(shader, fe,
1583             reg_maps, shader->input_signature, shader->output_signature,
1584             byte_code, float_const_count);
1585     if (FAILED(hr)) return hr;
1586
1587     if (reg_maps->shader_version.type != type)
1588     {
1589         WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
1590         return WINED3DERR_INVALIDCALL;
1591     }
1592     if (reg_maps->shader_version.major > max_version)
1593     {
1594         WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
1595         return WINED3DERR_INVALIDCALL;
1596     }
1597     switch (type)
1598     {
1599         case WINED3D_SHADER_TYPE_VERTEX:
1600             backend_version = shader->device->vs_version;
1601             break;
1602         case WINED3D_SHADER_TYPE_GEOMETRY:
1603             backend_version = shader->device->gs_version;
1604             break;
1605         case WINED3D_SHADER_TYPE_PIXEL:
1606             backend_version = shader->device->ps_version;
1607             break;
1608         default:
1609             FIXME("No backend version-checking for this shader type\n");
1610             backend_version = 0;
1611     }
1612     if (reg_maps->shader_version.major > backend_version)
1613     {
1614         WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
1615                 reg_maps->shader_version.major, reg_maps->shader_version.minor);
1616         return WINED3DERR_INVALIDCALL;
1617     }
1618
1619     shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
1620     if (!shader->function)
1621         return E_OUTOFMEMORY;
1622     memcpy(shader->function, byte_code, shader->functionLength);
1623
1624     return WINED3D_OK;
1625 }
1626
1627 ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
1628 {
1629     ULONG refcount = InterlockedIncrement(&shader->ref);
1630
1631     TRACE("%p increasing refcount to %u.\n", shader, refcount);
1632
1633     return refcount;
1634 }
1635
1636 /* Do not call while under the GL lock. */
1637 ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
1638 {
1639     ULONG refcount = InterlockedDecrement(&shader->ref);
1640
1641     TRACE("%p decreasing refcount to %u.\n", shader, refcount);
1642
1643     if (!refcount)
1644     {
1645         shader_cleanup(shader);
1646         shader->parent_ops->wined3d_object_destroyed(shader->parent);
1647         HeapFree(GetProcessHeap(), 0, shader);
1648     }
1649
1650     return refcount;
1651 }
1652
1653 void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
1654 {
1655     TRACE("shader %p.\n", shader);
1656
1657     return shader->parent;
1658 }
1659
1660 HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
1661         void *byte_code, UINT *byte_code_size)
1662 {
1663     TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
1664
1665     if (!byte_code)
1666     {
1667         *byte_code_size = shader->functionLength;
1668         return WINED3D_OK;
1669     }
1670
1671     if (*byte_code_size < shader->functionLength)
1672     {
1673         /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
1674          * than the required size we should write the required size and
1675          * return D3DERR_MOREDATA. That's not actually true. */
1676         return WINED3DERR_INVALIDCALL;
1677     }
1678
1679     memcpy(byte_code, shader->function, shader->functionLength);
1680
1681     return WINED3D_OK;
1682 }
1683
1684 /* Set local constants for d3d8 shaders. */
1685 HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
1686         UINT start_idx, const float *src_data, UINT count)
1687 {
1688     UINT end_idx = start_idx + count;
1689     UINT i;
1690
1691     TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
1692
1693     if (end_idx > shader->limits.constant_float)
1694     {
1695         WARN("end_idx %u > float constants limit %u.\n",
1696                 end_idx, shader->limits.constant_float);
1697         end_idx = shader->limits.constant_float;
1698     }
1699
1700     for (i = start_idx; i < end_idx; ++i)
1701     {
1702         struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
1703         if (!lconst)
1704             return E_OUTOFMEMORY;
1705
1706         lconst->idx = i;
1707         memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
1708         list_add_head(&shader->constantsF, &lconst->entry);
1709     }
1710
1711     return WINED3D_OK;
1712 }
1713
1714 void find_vs_compile_args(const struct wined3d_state *state,
1715         const struct wined3d_shader *shader, struct vs_compile_args *args)
1716 {
1717     args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
1718             == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
1719     args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
1720             && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
1721     args->swizzle_map = shader->device->strided_streams.swizzle_map;
1722 }
1723
1724 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
1725 {
1726     if (usage_idx1 != usage_idx2)
1727         return FALSE;
1728     if (usage1 == usage2)
1729         return TRUE;
1730     if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
1731         return TRUE;
1732     if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
1733         return TRUE;
1734
1735     return FALSE;
1736 }
1737
1738 BOOL vshader_get_input(const struct wined3d_shader *shader,
1739         BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
1740 {
1741     WORD map = shader->reg_maps.input_registers;
1742     unsigned int i;
1743
1744     for (i = 0; map; map >>= 1, ++i)
1745     {
1746         if (!(map & 1)) continue;
1747
1748         if (match_usage(shader->u.vs.attributes[i].usage,
1749                 shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
1750         {
1751             *regnum = i;
1752             return TRUE;
1753         }
1754     }
1755     return FALSE;
1756 }
1757
1758 static void vertexshader_set_limits(struct wined3d_shader *shader)
1759 {
1760     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1761             shader->reg_maps.shader_version.minor);
1762     struct wined3d_device *device = shader->device;
1763
1764     shader->limits.packed_input = 0;
1765
1766     switch (shader_version)
1767     {
1768         case WINED3D_SHADER_VERSION(1, 0):
1769         case WINED3D_SHADER_VERSION(1, 1):
1770             shader->limits.constant_bool = 0;
1771             shader->limits.constant_int = 0;
1772             shader->limits.packed_output = 12;
1773             shader->limits.sampler = 0;
1774             /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
1775              * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
1776              * constants? */
1777             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1778             break;
1779
1780         case WINED3D_SHADER_VERSION(2, 0):
1781         case WINED3D_SHADER_VERSION(2, 1):
1782             shader->limits.constant_bool = 16;
1783             shader->limits.constant_int = 16;
1784             shader->limits.packed_output = 12;
1785             shader->limits.sampler = 0;
1786             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1787             break;
1788
1789         case WINED3D_SHADER_VERSION(3, 0):
1790             shader->limits.constant_bool = 16;
1791             shader->limits.constant_int = 16;
1792             shader->limits.packed_output = 12;
1793             shader->limits.sampler = 4;
1794             /* DX10 cards on Windows advertise a d3d9 constant limit of 256
1795              * even though they are capable of supporting much more (GL
1796              * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
1797              * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
1798              * shaders to 256. */
1799             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1800             break;
1801
1802         case WINED3D_SHADER_VERSION(4, 0):
1803             shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1804             shader->limits.constant_int = 0;
1805             shader->limits.constant_float = 0;
1806             shader->limits.constant_bool = 0;
1807             shader->limits.packed_output = 16;
1808             shader->limits.packed_input = 0;
1809             break;
1810
1811         default:
1812             shader->limits.constant_bool = 16;
1813             shader->limits.constant_int = 16;
1814             shader->limits.packed_output = 12;
1815             shader->limits.sampler = 0;
1816             shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
1817             FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
1818                     shader->reg_maps.shader_version.major,
1819                     shader->reg_maps.shader_version.minor);
1820     }
1821 }
1822
1823 static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1824         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1825         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1826 {
1827     struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1828     unsigned int i;
1829     HRESULT hr;
1830     WORD map;
1831
1832     if (!byte_code) return WINED3DERR_INVALIDCALL;
1833
1834     shader_init(shader, device, parent, parent_ops);
1835     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
1836             WINED3D_SHADER_TYPE_VERTEX, max_version);
1837     if (FAILED(hr))
1838     {
1839         WARN("Failed to set function, hr %#x.\n", hr);
1840         shader_cleanup(shader);
1841         return hr;
1842     }
1843
1844     map = reg_maps->input_registers;
1845     for (i = 0; map; map >>= 1, ++i)
1846     {
1847         if (!(map & 1) || !shader->input_signature[i].semantic_name)
1848             continue;
1849
1850         shader->u.vs.attributes[i].usage =
1851                 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1852         shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
1853     }
1854
1855     if (output_signature)
1856     {
1857         for (i = 0; i < output_signature->element_count; ++i)
1858         {
1859             struct wined3d_shader_signature_element *e = &output_signature->elements[i];
1860             reg_maps->output_registers |= 1 << e->register_idx;
1861             shader->output_signature[e->register_idx] = *e;
1862         }
1863     }
1864
1865     vertexshader_set_limits(shader);
1866
1867     shader->load_local_constsF = reg_maps->usesrelconstF
1868             && !list_empty(&shader->constantsF);
1869
1870     return WINED3D_OK;
1871 }
1872
1873 static void geometryshader_set_limits(struct wined3d_shader *shader)
1874 {
1875     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
1876             shader->reg_maps.shader_version.minor);
1877
1878     switch (shader_version)
1879     {
1880         case WINED3D_SHADER_VERSION(4, 0):
1881             shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
1882             shader->limits.constant_int = 0;
1883             shader->limits.constant_float = 0;
1884             shader->limits.constant_bool = 0;
1885             shader->limits.packed_output = 32;
1886             shader->limits.packed_input = 16;
1887             break;
1888
1889         default:
1890             memset(&shader->limits, 0, sizeof(shader->limits));
1891             FIXME("Unhandled geometry shader version \"%u.%u\".\n",
1892                     shader->reg_maps.shader_version.major,
1893                     shader->reg_maps.shader_version.minor);
1894     }
1895 }
1896
1897 static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
1898         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1899         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
1900 {
1901     HRESULT hr;
1902
1903     shader_init(shader, device, parent, parent_ops);
1904     hr = shader_set_function(shader, byte_code, output_signature, 0,
1905             WINED3D_SHADER_TYPE_GEOMETRY, max_version);
1906     if (FAILED(hr))
1907     {
1908         WARN("Failed to set function, hr %#x.\n", hr);
1909         shader_cleanup(shader);
1910         return hr;
1911     }
1912
1913     geometryshader_set_limits(shader);
1914
1915     shader->load_local_constsF = FALSE;
1916
1917     return WINED3D_OK;
1918 }
1919
1920 void find_ps_compile_args(const struct wined3d_state *state,
1921         const struct wined3d_shader *shader, struct ps_compile_args *args)
1922 {
1923     struct wined3d_device *device = shader->device;
1924     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1925     const struct wined3d_texture *texture;
1926     UINT i;
1927
1928     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
1929     if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && state->render_states[WINED3D_RS_SRGBWRITEENABLE])
1930     {
1931         const struct wined3d_surface *rt = state->fb->render_targets[0];
1932         if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
1933         {
1934             static unsigned int warned = 0;
1935
1936             args->srgb_correction = 1;
1937             if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
1938                 WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
1939                         "support, expect rendering artifacts.\n");
1940         }
1941     }
1942
1943     if (shader->reg_maps.shader_version.major == 1
1944             && shader->reg_maps.shader_version.minor <= 3)
1945     {
1946         for (i = 0; i < 4; ++i)
1947         {
1948             DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
1949
1950             if (flags & WINED3D_TTFF_PROJECTED)
1951             {
1952                 DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
1953
1954                 if (!state->vertex_shader)
1955                 {
1956                     unsigned int j;
1957                     unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
1958                     DWORD max_valid = WINED3D_TTFF_COUNT4;
1959                     enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
1960
1961                     for (j = 0; j < state->vertex_declaration->element_count; ++j)
1962                     {
1963                         struct wined3d_vertex_declaration_element *element =
1964                                 &state->vertex_declaration->elements[j];
1965
1966                         if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
1967                                 && element->usage_idx == index)
1968                         {
1969                             max_valid = element->format->component_count;
1970                             break;
1971                         }
1972                     }
1973                     if (!tex_transform || tex_transform > max_valid)
1974                     {
1975                         WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
1976                                 tex_transform, max_valid);
1977                         tex_transform = max_valid;
1978                     }
1979                     if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3D_TTFF_COUNT1)
1980                             || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3D_TTFF_COUNT2)
1981                             || (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3D_TTFF_COUNT3))
1982                         tex_transform |= WINED3D_PSARGS_PROJECTED;
1983                     else
1984                     {
1985                         WARN("Application requested projected texture with unsuitable texture coordinates.\n");
1986                         WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
1987                                 i, tex_transform, sampler_type);
1988                     }
1989                 }
1990                 else
1991                     tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
1992
1993                 args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
1994             }
1995         }
1996     }
1997
1998     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
1999     {
2000         if (!shader->reg_maps.sampler_type[i])
2001             continue;
2002
2003         texture = state->textures[i];
2004         if (!texture)
2005         {
2006             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
2007             continue;
2008         }
2009         args->color_fixup[i] = texture->resource.format->color_fixup;
2010
2011         if (texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW)
2012             args->shadow |= 1 << i;
2013
2014         /* Flag samplers that need NP2 texcoord fixup. */
2015         if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
2016             args->np2_fixup |= (1 << i);
2017     }
2018     if (shader->reg_maps.shader_version.major >= 3)
2019     {
2020         if (device->strided_streams.position_transformed)
2021         {
2022             args->vp_mode = pretransformed;
2023         }
2024         else if (use_vs(state))
2025         {
2026             args->vp_mode = vertexshader;
2027         }
2028         else
2029         {
2030             args->vp_mode = fixedfunction;
2031         }
2032         args->fog = FOG_OFF;
2033     }
2034     else
2035     {
2036         args->vp_mode = vertexshader;
2037         if (state->render_states[WINED3D_RS_FOGENABLE])
2038         {
2039             switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
2040             {
2041                 case WINED3D_FOG_NONE:
2042                     if (device->strided_streams.position_transformed || use_vs(state))
2043                     {
2044                         args->fog = FOG_LINEAR;
2045                         break;
2046                     }
2047
2048                     switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
2049                     {
2050                         case WINED3D_FOG_NONE: /* Fall through. */
2051                         case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2052                         case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
2053                         case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
2054                     }
2055                     break;
2056
2057                 case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
2058                 case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
2059                 case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
2060             }
2061         }
2062         else
2063         {
2064             args->fog = FOG_OFF;
2065         }
2066     }
2067 }
2068
2069 static void pixelshader_set_limits(struct wined3d_shader *shader)
2070 {
2071     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
2072             shader->reg_maps.shader_version.minor);
2073
2074     shader->limits.packed_output = 0;
2075
2076     switch (shader_version)
2077     {
2078         case WINED3D_SHADER_VERSION(1, 0):
2079         case WINED3D_SHADER_VERSION(1, 1):
2080         case WINED3D_SHADER_VERSION(1, 2):
2081         case WINED3D_SHADER_VERSION(1, 3):
2082             shader->limits.constant_float = 8;
2083             shader->limits.constant_int = 0;
2084             shader->limits.constant_bool = 0;
2085             shader->limits.sampler = 4;
2086             shader->limits.packed_input = 0;
2087             break;
2088
2089         case WINED3D_SHADER_VERSION(1, 4):
2090             shader->limits.constant_float = 8;
2091             shader->limits.constant_int = 0;
2092             shader->limits.constant_bool = 0;
2093             shader->limits.sampler = 6;
2094             shader->limits.packed_input = 0;
2095             break;
2096
2097         /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
2098         case WINED3D_SHADER_VERSION(2, 0):
2099             shader->limits.constant_float = 32;
2100             shader->limits.constant_int = 16;
2101             shader->limits.constant_bool = 16;
2102             shader->limits.sampler = 16;
2103             shader->limits.packed_input = 0;
2104             break;
2105
2106         case WINED3D_SHADER_VERSION(2, 1):
2107             shader->limits.constant_float = 32;
2108             shader->limits.constant_int = 16;
2109             shader->limits.constant_bool = 16;
2110             shader->limits.sampler = 16;
2111             shader->limits.packed_input = 0;
2112             break;
2113
2114         case WINED3D_SHADER_VERSION(3, 0):
2115             shader->limits.constant_float = 224;
2116             shader->limits.constant_int = 16;
2117             shader->limits.constant_bool = 16;
2118             shader->limits.sampler = 16;
2119             shader->limits.packed_input = 12;
2120             break;
2121
2122         case WINED3D_SHADER_VERSION(4, 0):
2123             shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
2124             shader->limits.constant_int = 0;
2125             shader->limits.constant_float = 0;
2126             shader->limits.constant_bool = 0;
2127             shader->limits.packed_input = 32;
2128             break;
2129
2130         default:
2131             shader->limits.constant_float = 32;
2132             shader->limits.constant_int = 16;
2133             shader->limits.constant_bool = 16;
2134             shader->limits.sampler = 16;
2135             shader->limits.packed_input = 0;
2136             FIXME("Unrecognized pixel shader version %u.%u\n",
2137                     shader->reg_maps.shader_version.major,
2138                     shader->reg_maps.shader_version.minor);
2139     }
2140 }
2141
2142 static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
2143         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2144         void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
2145 {
2146     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2147     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
2148     HRESULT hr;
2149
2150     if (!byte_code) return WINED3DERR_INVALIDCALL;
2151
2152     shader_init(shader, device, parent, parent_ops);
2153     hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
2154             WINED3D_SHADER_TYPE_PIXEL, max_version);
2155     if (FAILED(hr))
2156     {
2157         WARN("Failed to set function, hr %#x.\n", hr);
2158         shader_cleanup(shader);
2159         return hr;
2160     }
2161
2162     pixelshader_set_limits(shader);
2163
2164     for (i = 0; i < MAX_REG_INPUT; ++i)
2165     {
2166         if (shader->u.ps.input_reg_used[i])
2167         {
2168             ++num_regs_used;
2169             highest_reg_used = i;
2170         }
2171     }
2172
2173     /* Don't do any register mapping magic if it is not needed, or if we can't
2174      * achieve anything anyway */
2175     if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
2176             || num_regs_used > (gl_info->limits.glsl_varyings / 4))
2177     {
2178         if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
2179         {
2180             /* This happens with relative addressing. The input mapper function
2181              * warns about this if the higher registers are declared too, so
2182              * don't write a FIXME here */
2183             WARN("More varying registers used than supported\n");
2184         }
2185
2186         for (i = 0; i < MAX_REG_INPUT; ++i)
2187         {
2188             shader->u.ps.input_reg_map[i] = i;
2189         }
2190
2191         shader->u.ps.declared_in_count = highest_reg_used + 1;
2192     }
2193     else
2194     {
2195         shader->u.ps.declared_in_count = 0;
2196         for (i = 0; i < MAX_REG_INPUT; ++i)
2197         {
2198             if (shader->u.ps.input_reg_used[i])
2199                 shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
2200             else shader->u.ps.input_reg_map[i] = ~0U;
2201         }
2202     }
2203
2204     shader->load_local_constsF = FALSE;
2205
2206     return WINED3D_OK;
2207 }
2208
2209 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, struct wined3d_texture * const *textures)
2210 {
2211     enum wined3d_sampler_texture_type *sampler_type = reg_maps->sampler_type;
2212     unsigned int i;
2213
2214     if (reg_maps->shader_version.major != 1) return;
2215
2216     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
2217     {
2218         /* We don't sample from this sampler. */
2219         if (!sampler_type[i]) continue;
2220
2221         if (!textures[i])
2222         {
2223             WARN("No texture bound to sampler %u, using 2D.\n", i);
2224             sampler_type[i] = WINED3DSTT_2D;
2225             continue;
2226         }
2227
2228         switch (textures[i]->target)
2229         {
2230             case GL_TEXTURE_RECTANGLE_ARB:
2231             case GL_TEXTURE_2D:
2232                 /* We have to select between texture rectangles and 2D
2233                  * textures later because 2.0 and 3.0 shaders only have
2234                  * WINED3DSTT_2D as well. */
2235                 sampler_type[i] = WINED3DSTT_2D;
2236                 break;
2237
2238             case GL_TEXTURE_3D:
2239                 sampler_type[i] = WINED3DSTT_VOLUME;
2240                 break;
2241
2242             case GL_TEXTURE_CUBE_MAP_ARB:
2243                 sampler_type[i] = WINED3DSTT_CUBE;
2244                 break;
2245
2246             default:
2247                 FIXME("Unrecognized texture type %#x, using 2D.\n", textures[i]->target);
2248                 sampler_type[i] = WINED3DSTT_2D;
2249         }
2250     }
2251 }
2252
2253 HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code,
2254         const struct wined3d_shader_signature *output_signature, void *parent,
2255         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2256 {
2257     struct wined3d_shader *object;
2258     HRESULT hr;
2259
2260     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2261             device, byte_code, output_signature, parent, parent_ops, shader);
2262
2263     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2264     if (!object)
2265     {
2266         ERR("Failed to allocate shader memory.\n");
2267         return E_OUTOFMEMORY;
2268     }
2269
2270     hr = geometryshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2271     if (FAILED(hr))
2272     {
2273         WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
2274         HeapFree(GetProcessHeap(), 0, object);
2275         return hr;
2276     }
2277
2278     TRACE("Created geometry shader %p.\n", object);
2279     *shader = object;
2280
2281     return WINED3D_OK;
2282 }
2283
2284 HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code,
2285         const struct wined3d_shader_signature *output_signature, void *parent,
2286         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2287 {
2288     struct wined3d_shader *object;
2289     HRESULT hr;
2290
2291     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2292             device, byte_code, output_signature, parent, parent_ops, shader);
2293
2294     if (device->ps_selected_mode == SHADER_NONE)
2295         return WINED3DERR_INVALIDCALL;
2296
2297     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2298     if (!object)
2299     {
2300         ERR("Failed to allocate shader memory.\n");
2301         return E_OUTOFMEMORY;
2302     }
2303
2304     hr = pixelshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2305     if (FAILED(hr))
2306     {
2307         WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
2308         HeapFree(GetProcessHeap(), 0, object);
2309         return hr;
2310     }
2311
2312     TRACE("Created pixel shader %p.\n", object);
2313     *shader = object;
2314
2315     return WINED3D_OK;
2316 }
2317
2318 HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code,
2319         const struct wined3d_shader_signature *output_signature, void *parent,
2320         const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version)
2321 {
2322     struct wined3d_shader *object;
2323     HRESULT hr;
2324
2325     TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
2326             device, byte_code, output_signature, parent, parent_ops, shader);
2327
2328     if (device->vs_selected_mode == SHADER_NONE)
2329         return WINED3DERR_INVALIDCALL;
2330
2331     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2332     if (!object)
2333     {
2334         ERR("Failed to allocate shader memory.\n");
2335         return E_OUTOFMEMORY;
2336     }
2337
2338     hr = vertexshader_init(object, device, byte_code, output_signature, parent, parent_ops, max_version);
2339     if (FAILED(hr))
2340     {
2341         WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2342         HeapFree(GetProcessHeap(), 0, object);
2343         return hr;
2344     }
2345
2346     TRACE("Created vertex shader %p.\n", object);
2347     *shader = object;
2348
2349     return WINED3D_OK;
2350 }