- update wined3d/d3d8/d3d9 to Wine 1.1.15
[reactos.git] / reactos / dll / directx / wine / wined3d / baseshader.c
1 /*
2 * shaders implementation
3 *
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 *
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
15 *
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
20 *
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 */
25
26 #include "config.h"
27 #include <string.h>
28 #include <stdio.h>
29 #include "wined3d_private.h"
30
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d);
33
34 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
35
36 static inline BOOL shader_is_version_token(DWORD token) {
37 return shader_is_pshader_version(token) ||
38 shader_is_vshader_version(token);
39 }
40
41 void shader_buffer_init(struct SHADER_BUFFER *buffer)
42 {
43 buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
44 buffer->buffer[0] = '\0';
45 buffer->bsize = 0;
46 buffer->lineNo = 0;
47 buffer->newline = TRUE;
48 }
49
50 void shader_buffer_free(struct SHADER_BUFFER *buffer)
51 {
52 HeapFree(GetProcessHeap(), 0, buffer->buffer);
53 }
54
55 int shader_addline(
56 SHADER_BUFFER* buffer,
57 const char *format, ...) {
58
59 char* base = buffer->buffer + buffer->bsize;
60 int rc;
61
62 va_list args;
63 va_start(args, format);
64 rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
65 va_end(args);
66
67 if (rc < 0 || /* C89 */
68 rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
69
70 ERR("The buffer allocated for the shader program string "
71 "is too small at %d bytes.\n", SHADER_PGMSIZE);
72 buffer->bsize = SHADER_PGMSIZE - 1;
73 return -1;
74 }
75
76 if (buffer->newline) {
77 TRACE("GL HW (%u, %u) : %s", buffer->lineNo + 1, buffer->bsize, base);
78 buffer->newline = FALSE;
79 } else {
80 TRACE("%s", base);
81 }
82
83 buffer->bsize += rc;
84 if (buffer->buffer[buffer->bsize-1] == '\n') {
85 buffer->lineNo++;
86 buffer->newline = TRUE;
87 }
88 return 0;
89 }
90
91 void shader_init(struct IWineD3DBaseShaderClass *shader,
92 IWineD3DDevice *device, const SHADER_OPCODE *instruction_table)
93 {
94 shader->ref = 1;
95 shader->device = device;
96 shader->shader_ins = instruction_table;
97 list_init(&shader->linked_programs);
98 }
99
100 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
101 {
102 DWORD i = 0;
103
104 /** TODO: use dichotomic search */
105 while (opcode_table[i].name)
106 {
107 if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
108 && shader_version >= opcode_table[i].min_version
109 && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
110 {
111 return &opcode_table[i];
112 }
113 ++i;
114 }
115
116 FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
117 code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
118
119 return NULL;
120 }
121
122 /* Read a parameter opcode from the input stream,
123 * and possibly a relative addressing token.
124 * Return the number of tokens read */
125 static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
126 {
127 /* PS >= 3.0 have relative addressing (with token)
128 * VS >= 2.0 have relative addressing (with token)
129 * VS >= 1.0 < 2.0 have relative addressing (without token)
130 * The version check below should work in general */
131
132 char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
133 ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
134
135 *param = *pToken;
136 *addr_token = rel_token? *(pToken + 1): 0;
137 return rel_token? 2:1;
138 }
139
140 /* Return the number of parameters to skip for an opcode */
141 static inline int shader_skip_opcode(const SHADER_OPCODE *curOpcode, DWORD opcode_token, DWORD shader_version)
142 {
143 /* Shaders >= 2.0 may contain address tokens, but fortunately they
144 * have a useful length mask - use it here. Shaders 1.0 contain no such tokens */
145 return (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
146 ? ((opcode_token & WINED3DSI_INSTLENGTH_MASK) >> WINED3DSI_INSTLENGTH_SHIFT) : curOpcode->num_params;
147 }
148
149 /* Read the parameters of an unrecognized opcode from the input stream
150 * Return the number of tokens read.
151 *
152 * Note: This function assumes source or destination token format.
153 * It will not work with specially-formatted tokens like DEF or DCL,
154 * but hopefully those would be recognized */
155 static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
156 {
157 int tokens_read = 0;
158 int i = 0;
159
160 /* TODO: Think of a good name for 0x80000000 and replace it with a constant */
161 while (*pToken & 0x80000000) {
162
163 DWORD param, addr_token;
164 tokens_read += shader_get_param(pToken, shader_version, &param, &addr_token);
165 pToken += tokens_read;
166
167 FIXME("Unrecognized opcode param: token=0x%08x "
168 "addr_token=0x%08x name=", param, addr_token);
169 shader_dump_param(param, addr_token, i, shader_version);
170 FIXME("\n");
171 ++i;
172 }
173 return tokens_read;
174 }
175
176 /* Convert floating point offset relative
177 * to a register file to an absolute offset for float constants */
178 static unsigned int shader_get_float_offset(const DWORD reg)
179 {
180 unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
181 int regtype = shader_get_regtype(reg);
182
183 switch (regtype) {
184 case WINED3DSPR_CONST: return regnum;
185 case WINED3DSPR_CONST2: return 2048 + regnum;
186 case WINED3DSPR_CONST3: return 4096 + regnum;
187 case WINED3DSPR_CONST4: return 6144 + regnum;
188 default:
189 FIXME("Unsupported register type: %d\n", regtype);
190 return regnum;
191 }
192 }
193
194 static void shader_delete_constant_list(struct list* clist) {
195
196 struct list *ptr;
197 struct local_constant* constant;
198
199 ptr = list_head(clist);
200 while (ptr) {
201 constant = LIST_ENTRY(ptr, struct local_constant, entry);
202 ptr = list_next(clist, ptr);
203 HeapFree(GetProcessHeap(), 0, constant);
204 }
205 list_init(clist);
206 }
207
208 /* Note that this does not count the loop register
209 * as an address register. */
210
211 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
212 struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code)
213 {
214 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
215 const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
216 DWORD shader_version;
217 unsigned int cur_loop_depth = 0, max_loop_depth = 0;
218 const DWORD* pToken = byte_code;
219 char pshader;
220
221 /* There are some minor differences between pixel and vertex shaders */
222
223 memset(reg_maps->bumpmat, 0, sizeof(reg_maps->bumpmat));
224 memset(reg_maps->luminanceparams, 0, sizeof(reg_maps->luminanceparams));
225
226 /* get_registers_used is called on every compile on some 1.x shaders, which can result
227 * in stacking up a collection of local constants. Delete the old constants if existing
228 */
229 shader_delete_constant_list(&This->baseShader.constantsF);
230 shader_delete_constant_list(&This->baseShader.constantsB);
231 shader_delete_constant_list(&This->baseShader.constantsI);
232
233 /* The version token is supposed to be the first token */
234 if (!shader_is_version_token(*pToken))
235 {
236 FIXME("First token is not a version token, invalid shader.\n");
237 return WINED3DERR_INVALIDCALL;
238 }
239 reg_maps->shader_version = shader_version = *pToken++;
240 pshader = shader_is_pshader_version(shader_version);
241
242 while (WINED3DVS_END() != *pToken) {
243 CONST SHADER_OPCODE* curOpcode;
244 DWORD opcode_token;
245
246 /* Skip comments */
247 if (shader_is_comment(*pToken))
248 {
249 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
250 ++pToken;
251 pToken += comment_len;
252 continue;
253 }
254
255 /* Fetch opcode */
256 opcode_token = *pToken++;
257 curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
258
259 /* Unhandled opcode, and its parameters */
260 if (NULL == curOpcode) {
261 while (*pToken & 0x80000000)
262 ++pToken;
263
264 /* Handle declarations */
265 } else if (WINED3DSIO_DCL == curOpcode->opcode) {
266
267 DWORD usage = *pToken++;
268 DWORD param = *pToken++;
269 DWORD regtype = shader_get_regtype(param);
270 unsigned int regnum = param & WINED3DSP_REGNUM_MASK;
271
272 /* Vshader: mark attributes used
273 Pshader: mark 3.0 input registers used, save token */
274 if (WINED3DSPR_INPUT == regtype) {
275
276 if (!pshader)
277 reg_maps->attributes[regnum] = 1;
278 else
279 reg_maps->packed_input[regnum] = 1;
280
281 semantics_in[regnum].usage = usage;
282 semantics_in[regnum].reg = param;
283
284 /* Vshader: mark 3.0 output registers used, save token */
285 } else if (WINED3DSPR_OUTPUT == regtype) {
286 reg_maps->packed_output[regnum] = 1;
287 semantics_out[regnum].usage = usage;
288 semantics_out[regnum].reg = param;
289 if (usage & (WINED3DDECLUSAGE_FOG << WINED3DSP_DCL_USAGE_SHIFT))
290 reg_maps->fog = 1;
291
292 /* Save sampler usage token */
293 } else if (WINED3DSPR_SAMPLER == regtype)
294 reg_maps->samplers[regnum] = usage;
295
296 } else if (WINED3DSIO_DEF == curOpcode->opcode) {
297
298 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
299 if (!lconst) return E_OUTOFMEMORY;
300 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
301 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
302
303 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
304 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1 && pshader)
305 {
306 float *value = (float *) lconst->value;
307 if(value[0] < -1.0) value[0] = -1.0;
308 else if(value[0] > 1.0) value[0] = 1.0;
309 if(value[1] < -1.0) value[1] = -1.0;
310 else if(value[1] > 1.0) value[1] = 1.0;
311 if(value[2] < -1.0) value[2] = -1.0;
312 else if(value[2] > 1.0) value[2] = 1.0;
313 if(value[3] < -1.0) value[3] = -1.0;
314 else if(value[3] > 1.0) value[3] = 1.0;
315 }
316
317 list_add_head(&This->baseShader.constantsF, &lconst->entry);
318 pToken += curOpcode->num_params;
319
320 } else if (WINED3DSIO_DEFI == curOpcode->opcode) {
321
322 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
323 if (!lconst) return E_OUTOFMEMORY;
324 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
325 memcpy(lconst->value, pToken + 1, 4 * sizeof(DWORD));
326 list_add_head(&This->baseShader.constantsI, &lconst->entry);
327 pToken += curOpcode->num_params;
328
329 } else if (WINED3DSIO_DEFB == curOpcode->opcode) {
330
331 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
332 if (!lconst) return E_OUTOFMEMORY;
333 lconst->idx = *pToken & WINED3DSP_REGNUM_MASK;
334 memcpy(lconst->value, pToken + 1, 1 * sizeof(DWORD));
335 list_add_head(&This->baseShader.constantsB, &lconst->entry);
336 pToken += curOpcode->num_params;
337
338 /* If there's a loop in the shader */
339 } else if (WINED3DSIO_LOOP == curOpcode->opcode ||
340 WINED3DSIO_REP == curOpcode->opcode) {
341 cur_loop_depth++;
342 if(cur_loop_depth > max_loop_depth)
343 max_loop_depth = cur_loop_depth;
344 pToken += curOpcode->num_params;
345
346 /* Rep and Loop always use an integer constant for the control parameters */
347 This->baseShader.uses_int_consts = TRUE;
348 } else if (WINED3DSIO_ENDLOOP == curOpcode->opcode ||
349 WINED3DSIO_ENDREP == curOpcode->opcode) {
350 cur_loop_depth--;
351
352 /* For subroutine prototypes */
353 } else if (WINED3DSIO_LABEL == curOpcode->opcode) {
354
355 DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
356 reg_maps->labels[snum] = 1;
357 pToken += curOpcode->num_params;
358
359 /* Set texture, address, temporary registers */
360 } else {
361 int i, limit;
362
363 /* Declare 1.X samplers implicitly, based on the destination reg. number */
364 if (WINED3DSHADER_VERSION_MAJOR(shader_version) == 1
365 && pshader /* Filter different instructions with the same enum values in VS */
366 && (WINED3DSIO_TEX == curOpcode->opcode
367 || WINED3DSIO_TEXBEM == curOpcode->opcode
368 || WINED3DSIO_TEXBEML == curOpcode->opcode
369 || WINED3DSIO_TEXDP3TEX == curOpcode->opcode
370 || WINED3DSIO_TEXM3x2TEX == curOpcode->opcode
371 || WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode
372 || WINED3DSIO_TEXM3x3TEX == curOpcode->opcode
373 || WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode
374 || WINED3DSIO_TEXREG2AR == curOpcode->opcode
375 || WINED3DSIO_TEXREG2GB == curOpcode->opcode
376 || WINED3DSIO_TEXREG2RGB == curOpcode->opcode))
377 {
378 /* Fake sampler usage, only set reserved bit and ttype */
379 DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
380
381 TRACE("Setting fake 2D sampler for 1.x pixelshader\n");
382 reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
383
384 /* texbem is only valid with < 1.4 pixel shaders */
385 if(WINED3DSIO_TEXBEM == curOpcode->opcode ||
386 WINED3DSIO_TEXBEML == curOpcode->opcode) {
387 reg_maps->bumpmat[sampler_code] = TRUE;
388 if(WINED3DSIO_TEXBEML == curOpcode->opcode) {
389 reg_maps->luminanceparams[sampler_code] = TRUE;
390 }
391 }
392 }
393 if(WINED3DSIO_NRM == curOpcode->opcode) {
394 reg_maps->usesnrm = 1;
395 } else if(WINED3DSIO_BEM == curOpcode->opcode && pshader) {
396 DWORD regnum = *pToken & WINED3DSP_REGNUM_MASK;
397 reg_maps->bumpmat[regnum] = TRUE;
398 } else if(WINED3DSIO_DSY == curOpcode->opcode) {
399 reg_maps->usesdsy = 1;
400 }
401
402 /* This will loop over all the registers and try to
403 * make a bitmask of the ones we're interested in.
404 *
405 * Relative addressing tokens are ignored, but that's
406 * okay, since we'll catch any address registers when
407 * they are initialized (required by spec) */
408
409 limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
410 curOpcode->num_params + 1: curOpcode->num_params;
411
412 for (i = 0; i < limit; ++i) {
413
414 DWORD param, addr_token, reg, regtype;
415 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
416
417 regtype = shader_get_regtype(param);
418 reg = param & WINED3DSP_REGNUM_MASK;
419
420 if (WINED3DSPR_TEXTURE == regtype) { /* vs: WINED3DSPR_ADDR */
421
422 if (pshader)
423 reg_maps->texcoord[reg] = 1;
424 else
425 reg_maps->address[reg] = 1;
426 }
427
428 else if (WINED3DSPR_TEMP == regtype)
429 reg_maps->temporary[reg] = 1;
430
431 else if (WINED3DSPR_INPUT == regtype) {
432 if( !pshader)
433 reg_maps->attributes[reg] = 1;
434 else {
435 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
436 /* If relative addressing is used, we must assume that all registers
437 * are used. Even if it is a construct like v3[aL], we can't assume
438 * that v0, v1 and v2 aren't read because aL can be negative
439 */
440 unsigned int i;
441 for(i = 0; i < MAX_REG_INPUT; i++) {
442 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[i] = TRUE;
443 }
444 } else {
445 ((IWineD3DPixelShaderImpl *) This)->input_reg_used[reg] = TRUE;
446 }
447 }
448 }
449
450 else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
451 reg_maps->fog = 1;
452
453 else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
454 reg_maps->vpos = 1;
455
456 else if(WINED3DSPR_CONST == regtype) {
457 if(param & WINED3DSHADER_ADDRMODE_RELATIVE) {
458 if(!pshader) {
459 if(reg <= ((IWineD3DVertexShaderImpl *) This)->min_rel_offset) {
460 ((IWineD3DVertexShaderImpl *) This)->min_rel_offset = reg;
461 } else if(reg >= ((IWineD3DVertexShaderImpl *) This)->max_rel_offset) {
462 ((IWineD3DVertexShaderImpl *) This)->max_rel_offset = reg;
463 }
464 }
465 reg_maps->usesrelconstF = TRUE;
466 }
467 }
468 else if(WINED3DSPR_CONSTINT == regtype) {
469 This->baseShader.uses_int_consts = TRUE;
470 }
471 else if(WINED3DSPR_CONSTBOOL == regtype) {
472 This->baseShader.uses_bool_consts = TRUE;
473 }
474
475 /* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and is used
476 * in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel shaders because TECRDOUT
477 * isn't used in them, but future register types might cause issues
478 */
479 else if (WINED3DSPR_TEXCRDOUT == regtype && i == 0 /* Only look at writes */
480 && !pshader && WINED3DSHADER_VERSION_MAJOR(shader_version) < 3)
481 {
482 reg_maps->texcoord_mask[reg] |= shader_get_writemask(param);
483 }
484 }
485 }
486 }
487 ++pToken;
488 reg_maps->loop_depth = max_loop_depth;
489
490 This->baseShader.functionLength = ((char *)pToken - (char *)byte_code);
491
492 return WINED3D_OK;
493 }
494
495 static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
496 {
497 DWORD regtype = shader_get_regtype(param);
498
499 TRACE("dcl");
500
501 if (regtype == WINED3DSPR_SAMPLER) {
502 DWORD ttype = decl & WINED3DSP_TEXTURETYPE_MASK;
503
504 switch (ttype) {
505 case WINED3DSTT_2D: TRACE("_2d"); break;
506 case WINED3DSTT_CUBE: TRACE("_cube"); break;
507 case WINED3DSTT_VOLUME: TRACE("_volume"); break;
508 default: TRACE("_unknown_ttype(0x%08x)", ttype);
509 }
510
511 } else {
512
513 DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
514 DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
515
516 /* Pixel shaders 3.0 don't have usage semantics */
517 if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
518 return;
519 else
520 TRACE("_");
521
522 switch(usage) {
523 case WINED3DDECLUSAGE_POSITION:
524 TRACE("position%d", idx);
525 break;
526 case WINED3DDECLUSAGE_BLENDINDICES:
527 TRACE("blend");
528 break;
529 case WINED3DDECLUSAGE_BLENDWEIGHT:
530 TRACE("weight");
531 break;
532 case WINED3DDECLUSAGE_NORMAL:
533 TRACE("normal%d", idx);
534 break;
535 case WINED3DDECLUSAGE_PSIZE:
536 TRACE("psize");
537 break;
538 case WINED3DDECLUSAGE_COLOR:
539 if(idx == 0) {
540 TRACE("color");
541 } else {
542 TRACE("specular%d", (idx - 1));
543 }
544 break;
545 case WINED3DDECLUSAGE_TEXCOORD:
546 TRACE("texture%d", idx);
547 break;
548 case WINED3DDECLUSAGE_TANGENT:
549 TRACE("tangent");
550 break;
551 case WINED3DDECLUSAGE_BINORMAL:
552 TRACE("binormal");
553 break;
554 case WINED3DDECLUSAGE_TESSFACTOR:
555 TRACE("tessfactor");
556 break;
557 case WINED3DDECLUSAGE_POSITIONT:
558 TRACE("positionT%d", idx);
559 break;
560 case WINED3DDECLUSAGE_FOG:
561 TRACE("fog");
562 break;
563 case WINED3DDECLUSAGE_DEPTH:
564 TRACE("depth");
565 break;
566 case WINED3DDECLUSAGE_SAMPLE:
567 TRACE("sample");
568 break;
569 default:
570 FIXME("unknown_semantics(0x%08x)", usage);
571 }
572 }
573 }
574
575 static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
576 unsigned int reg, int input, DWORD shader_version)
577 {
578 char relative =
579 ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
580
581 if (relative) {
582 TRACE("[");
583 if (addr_token)
584 shader_dump_param(addr_token, 0, input, shader_version);
585 else
586 TRACE("a0.x");
587 TRACE(" + ");
588 }
589 TRACE("%u", reg);
590 if (relative)
591 TRACE("]");
592 }
593
594 static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
595 {
596 static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
597 static const char * const misctype_reg_names[] = { "vPos", "vFace"};
598 const char *swizzle_reg_chars = "xyzw";
599
600 DWORD reg = param & WINED3DSP_REGNUM_MASK;
601 DWORD regtype = shader_get_regtype(param);
602 DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
603
604 /* There are some minor differences between pixel and vertex shaders */
605 char pshader = shader_is_pshader_version(shader_version);
606
607 if (input) {
608 if ( (modifier == WINED3DSPSM_NEG) ||
609 (modifier == WINED3DSPSM_BIASNEG) ||
610 (modifier == WINED3DSPSM_SIGNNEG) ||
611 (modifier == WINED3DSPSM_X2NEG) ||
612 (modifier == WINED3DSPSM_ABSNEG) )
613 TRACE("-");
614 else if (modifier == WINED3DSPSM_COMP)
615 TRACE("1-");
616 else if (modifier == WINED3DSPSM_NOT)
617 TRACE("!");
618
619 if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
620 TRACE("abs(");
621 }
622
623 switch (regtype) {
624 case WINED3DSPR_TEMP:
625 TRACE("r%u", reg);
626 break;
627 case WINED3DSPR_INPUT:
628 TRACE("v");
629 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
630 break;
631 case WINED3DSPR_CONST:
632 case WINED3DSPR_CONST2:
633 case WINED3DSPR_CONST3:
634 case WINED3DSPR_CONST4:
635 TRACE("c");
636 shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
637 break;
638 case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
639 TRACE("%c%u", (pshader? 't':'a'), reg);
640 break;
641 case WINED3DSPR_RASTOUT:
642 TRACE("%s", rastout_reg_names[reg]);
643 break;
644 case WINED3DSPR_COLOROUT:
645 TRACE("oC%u", reg);
646 break;
647 case WINED3DSPR_DEPTHOUT:
648 TRACE("oDepth");
649 break;
650 case WINED3DSPR_ATTROUT:
651 TRACE("oD%u", reg);
652 break;
653 case WINED3DSPR_TEXCRDOUT:
654
655 /* Vertex shaders >= 3.0 use general purpose output registers
656 * (WINED3DSPR_OUTPUT), which can include an address token */
657
658 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
659 TRACE("o");
660 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
661 }
662 else
663 TRACE("oT%u", reg);
664 break;
665 case WINED3DSPR_CONSTINT:
666 TRACE("i");
667 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
668 break;
669 case WINED3DSPR_CONSTBOOL:
670 TRACE("b");
671 shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
672 break;
673 case WINED3DSPR_LABEL:
674 TRACE("l%u", reg);
675 break;
676 case WINED3DSPR_LOOP:
677 TRACE("aL");
678 break;
679 case WINED3DSPR_SAMPLER:
680 TRACE("s%u", reg);
681 break;
682 case WINED3DSPR_MISCTYPE:
683 if (reg > 1) {
684 FIXME("Unhandled misctype register %d\n", reg);
685 } else {
686 TRACE("%s", misctype_reg_names[reg]);
687 }
688 break;
689 case WINED3DSPR_PREDICATE:
690 TRACE("p%u", reg);
691 break;
692 default:
693 TRACE("unhandled_rtype(%#x)", regtype);
694 break;
695 }
696
697 if (!input) {
698 /* operand output (for modifiers and shift, see dump_ins_modifiers) */
699
700 if ((param & WINED3DSP_WRITEMASK_ALL) != WINED3DSP_WRITEMASK_ALL) {
701 TRACE(".");
702 if (param & WINED3DSP_WRITEMASK_0) TRACE("%c", swizzle_reg_chars[0]);
703 if (param & WINED3DSP_WRITEMASK_1) TRACE("%c", swizzle_reg_chars[1]);
704 if (param & WINED3DSP_WRITEMASK_2) TRACE("%c", swizzle_reg_chars[2]);
705 if (param & WINED3DSP_WRITEMASK_3) TRACE("%c", swizzle_reg_chars[3]);
706 }
707
708 } else {
709 /** operand input */
710 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
711 DWORD swizzle_x = swizzle & 0x03;
712 DWORD swizzle_y = (swizzle >> 2) & 0x03;
713 DWORD swizzle_z = (swizzle >> 4) & 0x03;
714 DWORD swizzle_w = (swizzle >> 6) & 0x03;
715
716 if (0 != modifier) {
717 switch (modifier) {
718 case WINED3DSPSM_NONE: break;
719 case WINED3DSPSM_NEG: break;
720 case WINED3DSPSM_NOT: break;
721 case WINED3DSPSM_BIAS: TRACE("_bias"); break;
722 case WINED3DSPSM_BIASNEG: TRACE("_bias"); break;
723 case WINED3DSPSM_SIGN: TRACE("_bx2"); break;
724 case WINED3DSPSM_SIGNNEG: TRACE("_bx2"); break;
725 case WINED3DSPSM_COMP: break;
726 case WINED3DSPSM_X2: TRACE("_x2"); break;
727 case WINED3DSPSM_X2NEG: TRACE("_x2"); break;
728 case WINED3DSPSM_DZ: TRACE("_dz"); break;
729 case WINED3DSPSM_DW: TRACE("_dw"); break;
730 case WINED3DSPSM_ABSNEG: TRACE(")"); break;
731 case WINED3DSPSM_ABS: TRACE(")"); break;
732 default:
733 TRACE("_unknown_modifier(%#x)", modifier >> WINED3DSP_SRCMOD_SHIFT);
734 }
735 }
736
737 /**
738 * swizzle bits fields:
739 * RRGGBBAA
740 */
741 if ((WINED3DVS_NOSWIZZLE >> WINED3DVS_SWIZZLE_SHIFT) != swizzle) {
742 if (swizzle_x == swizzle_y &&
743 swizzle_x == swizzle_z &&
744 swizzle_x == swizzle_w) {
745 TRACE(".%c", swizzle_reg_chars[swizzle_x]);
746 } else {
747 TRACE(".%c%c%c%c",
748 swizzle_reg_chars[swizzle_x],
749 swizzle_reg_chars[swizzle_y],
750 swizzle_reg_chars[swizzle_z],
751 swizzle_reg_chars[swizzle_w]);
752 }
753 }
754 }
755 }
756
757 static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
758 IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg, DWORD shader_version)
759 {
760 IWineD3DBaseTextureImpl *texture;
761 struct color_fixup_desc fixup;
762 BOOL recorded = FALSE;
763 DWORD sampler_idx;
764 UINT i;
765
766 switch(arg->opcode->opcode)
767 {
768 case WINED3DSIO_TEX:
769 if (WINED3DSHADER_VERSION_MAJOR(shader_version) < 2) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
770 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
771 break;
772
773 case WINED3DSIO_TEXLDL:
774 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
775 return;
776
777 case WINED3DSIO_TEXDP3TEX:
778 case WINED3DSIO_TEXM3x3TEX:
779 case WINED3DSIO_TEXM3x3SPEC:
780 case WINED3DSIO_TEXM3x3VSPEC:
781 case WINED3DSIO_TEXBEM:
782 case WINED3DSIO_TEXREG2AR:
783 case WINED3DSIO_TEXREG2GB:
784 case WINED3DSIO_TEXREG2RGB:
785 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
786 break;
787
788 default:
789 /* Not a texture sampling instruction, nothing to do */
790 return;
791 };
792
793 texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx];
794 if (texture) fixup = texture->baseTexture.shader_color_fixup;
795 else fixup = COLOR_FIXUP_IDENTITY;
796
797 /* before doing anything, record the sampler with the format in the format conversion list,
798 * but check if it's not there already */
799 for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i)
800 {
801 if (shader->baseShader.sampled_samplers[i] == sampler_idx)
802 {
803 recorded = TRUE;
804 break;
805 }
806 }
807
808 if (!recorded)
809 {
810 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
811 ++shader->baseShader.num_sampled_samplers;
812 }
813
814 device->shader_backend->shader_color_correction(arg, fixup);
815 }
816
817 /* Shared code in order to generate the bulk of the shader string.
818 * NOTE: A description of how to parse tokens can be found on msdn */
819 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
820 const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
821 {
822 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
823 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
824 const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
825 const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
826 DWORD shader_version = reg_maps->shader_version;
827 const DWORD *pToken = pFunction;
828 const SHADER_OPCODE *curOpcode;
829 SHADER_HANDLER hw_fct;
830 DWORD i;
831 SHADER_OPCODE_ARG hw_arg;
832
833 /* Initialize current parsing state */
834 hw_arg.shader = iface;
835 hw_arg.buffer = buffer;
836 hw_arg.reg_maps = reg_maps;
837 This->baseShader.parse_state.current_row = 0;
838
839 while (WINED3DPS_END() != *pToken)
840 {
841 /* Skip version token */
842 if (shader_is_version_token(*pToken))
843 {
844 ++pToken;
845 continue;
846 }
847
848 /* Skip comment tokens */
849 if (shader_is_comment(*pToken))
850 {
851 pToken += (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
852 ++pToken;
853 continue;
854 }
855
856 /* Read opcode */
857 hw_arg.opcode_token = *pToken++;
858 curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
859
860 /* Unknown opcode and its parameters */
861 if (!curOpcode)
862 {
863 FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token);
864 pToken += shader_skip_unrecognized(pToken, shader_version);
865 continue;
866 }
867
868 /* Nothing to do */
869 if (WINED3DSIO_DCL == curOpcode->opcode
870 || WINED3DSIO_NOP == curOpcode->opcode
871 || WINED3DSIO_DEF == curOpcode->opcode
872 || WINED3DSIO_DEFI == curOpcode->opcode
873 || WINED3DSIO_DEFB == curOpcode->opcode
874 || WINED3DSIO_PHASE == curOpcode->opcode
875 || WINED3DSIO_RET == curOpcode->opcode)
876 {
877 pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
878 continue;
879 }
880
881 /* Select handler */
882 hw_fct = handler_table[curOpcode->handler_idx];
883
884 /* Unhandled opcode */
885 if (!hw_fct)
886 {
887 FIXME("Can't handle opcode %s in hwShader\n", curOpcode->name);
888 pToken += shader_skip_opcode(curOpcode, hw_arg.opcode_token, shader_version);
889 continue;
890 }
891
892 hw_arg.opcode = curOpcode;
893
894 /* Destination token */
895 if (curOpcode->dst_token)
896 {
897 DWORD param, addr_token = 0;
898 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
899 hw_arg.dst = param;
900 hw_arg.dst_addr = addr_token;
901 }
902
903 /* Predication token */
904 if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) hw_arg.predicate = *pToken++;
905
906 /* Other source tokens */
907 for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); ++i)
908 {
909 DWORD param, addr_token = 0;
910 pToken += shader_get_param(pToken, shader_version, &param, &addr_token);
911 hw_arg.src[i] = param;
912 hw_arg.src_addr[i] = addr_token;
913 }
914
915 /* Call appropriate function for output target */
916 hw_fct(&hw_arg);
917
918 /* Add color correction if needed */
919 shader_color_correction(This, device, &hw_arg, shader_version);
920
921 /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
922 /* FIXME: This should be internal to the shader backend.
923 * Also, right now this is the only reason "shader_mode" exists. */
924 if (This->baseShader.shader_mode == SHADER_GLSL) shader_glsl_add_instruction_modifiers(&hw_arg);
925 }
926 }
927
928 static void shader_dump_ins_modifiers(const DWORD output)
929 {
930 DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
931 DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
932
933 switch (shift) {
934 case 0: break;
935 case 13: TRACE("_d8"); break;
936 case 14: TRACE("_d4"); break;
937 case 15: TRACE("_d2"); break;
938 case 1: TRACE("_x2"); break;
939 case 2: TRACE("_x4"); break;
940 case 3: TRACE("_x8"); break;
941 default: TRACE("_unhandled_shift(%d)", shift); break;
942 }
943
944 if (mmask & WINED3DSPDM_SATURATE) TRACE("_sat");
945 if (mmask & WINED3DSPDM_PARTIALPRECISION) TRACE("_pp");
946 if (mmask & WINED3DSPDM_MSAMPCENTROID) TRACE("_centroid");
947
948 mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
949 if (mmask)
950 FIXME("_unrecognized_modifier(%#x)", mmask >> WINED3DSP_DSTMOD_SHIFT);
951 }
952
953 void shader_trace_init(const DWORD *pFunction, const SHADER_OPCODE *opcode_table)
954 {
955 const DWORD* pToken = pFunction;
956 const SHADER_OPCODE* curOpcode = NULL;
957 DWORD shader_version;
958 DWORD opcode_token;
959 DWORD i;
960
961 TRACE("Parsing %p\n", pFunction);
962
963 /* The version token is supposed to be the first token */
964 if (!shader_is_version_token(*pToken))
965 {
966 FIXME("First token is not a version token, invalid shader.\n");
967 return;
968 }
969 shader_version = *pToken++;
970 TRACE("%s_%u_%u\n", shader_is_pshader_version(shader_version) ? "ps": "vs",
971 WINED3DSHADER_VERSION_MAJOR(shader_version), WINED3DSHADER_VERSION_MINOR(shader_version));
972
973 while (WINED3DVS_END() != *pToken)
974 {
975 if (shader_is_comment(*pToken)) /* comment */
976 {
977 DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
978 ++pToken;
979 TRACE("//%s\n", (const char*)pToken);
980 pToken += comment_len;
981 continue;
982 }
983 opcode_token = *pToken++;
984 curOpcode = shader_get_opcode(opcode_table, shader_version, opcode_token);
985
986 if (!curOpcode)
987 {
988 int tokens_read;
989 FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
990 tokens_read = shader_skip_unrecognized(pToken, shader_version);
991 pToken += tokens_read;
992 }
993 else
994 {
995 if (curOpcode->opcode == WINED3DSIO_DCL)
996 {
997 DWORD usage = *pToken;
998 DWORD param = *(pToken + 1);
999
1000 shader_dump_decl_usage(usage, param, shader_version);
1001 shader_dump_ins_modifiers(param);
1002 TRACE(" ");
1003 shader_dump_param(param, 0, 0, shader_version);
1004 pToken += 2;
1005 }
1006 else if (curOpcode->opcode == WINED3DSIO_DEF)
1007 {
1008 unsigned int offset = shader_get_float_offset(*pToken);
1009
1010 TRACE("def c%u = %f, %f, %f, %f", offset,
1011 *(const float *)(pToken + 1),
1012 *(const float *)(pToken + 2),
1013 *(const float *)(pToken + 3),
1014 *(const float *)(pToken + 4));
1015 pToken += 5;
1016 }
1017 else if (curOpcode->opcode == WINED3DSIO_DEFI)
1018 {
1019 TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
1020 *(pToken + 1),
1021 *(pToken + 2),
1022 *(pToken + 3),
1023 *(pToken + 4));
1024 pToken += 5;
1025 }
1026 else if (curOpcode->opcode == WINED3DSIO_DEFB)
1027 {
1028 TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
1029 *(pToken + 1)? "true": "false");
1030 pToken += 2;
1031 }
1032 else
1033 {
1034 DWORD param, addr_token;
1035 int tokens_read;
1036
1037 /* Print out predication source token first - it follows
1038 * the destination token. */
1039 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1040 {
1041 TRACE("(");
1042 shader_dump_param(*(pToken + 2), 0, 1, shader_version);
1043 TRACE(") ");
1044 }
1045 if (opcode_token & WINED3DSI_COISSUE)
1046 {
1047 /* PixWin marks instructions with the coissue flag with a '+' */
1048 TRACE("+");
1049 }
1050
1051 TRACE("%s", curOpcode->name);
1052
1053 if (curOpcode->opcode == WINED3DSIO_IFC
1054 || curOpcode->opcode == WINED3DSIO_BREAKC)
1055 {
1056 DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1057
1058 switch (op)
1059 {
1060 case COMPARISON_GT: TRACE("_gt"); break;
1061 case COMPARISON_EQ: TRACE("_eq"); break;
1062 case COMPARISON_GE: TRACE("_ge"); break;
1063 case COMPARISON_LT: TRACE("_lt"); break;
1064 case COMPARISON_NE: TRACE("_ne"); break;
1065 case COMPARISON_LE: TRACE("_le"); break;
1066 default: TRACE("_(%u)", op);
1067 }
1068 }
1069 else if (curOpcode->opcode == WINED3DSIO_TEX
1070 && shader_version >= WINED3DPS_VERSION(2,0)
1071 && (opcode_token & WINED3DSI_TEXLD_PROJECT))
1072 {
1073 TRACE("p");
1074 }
1075
1076 /* Destination token */
1077 if (curOpcode->dst_token)
1078 {
1079 tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1080 pToken += tokens_read;
1081
1082 shader_dump_ins_modifiers(param);
1083 TRACE(" ");
1084 shader_dump_param(param, addr_token, 0, shader_version);
1085 }
1086
1087 /* Predication token - already printed out, just skip it */
1088 if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
1089 {
1090 pToken++;
1091 }
1092
1093 /* Other source tokens */
1094 for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
1095 {
1096 tokens_read = shader_get_param(pToken, shader_version, &param, &addr_token);
1097 pToken += tokens_read;
1098
1099 TRACE((i == 0)? " " : ", ");
1100 shader_dump_param(param, addr_token, 1, shader_version);
1101 }
1102 }
1103 TRACE("\n");
1104 }
1105 }
1106 }
1107
1108 void shader_cleanup(IWineD3DBaseShader *iface)
1109 {
1110 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
1111
1112 ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_destroy(iface);
1113 HeapFree(GetProcessHeap(), 0, This->baseShader.function);
1114 shader_delete_constant_list(&This->baseShader.constantsF);
1115 shader_delete_constant_list(&This->baseShader.constantsB);
1116 shader_delete_constant_list(&This->baseShader.constantsI);
1117 list_remove(&This->baseShader.shader_list_entry);
1118 }
1119
1120 static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
1121 static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
1122 static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {}
1123 static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
1124 static void shader_none_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1125 static void shader_none_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) {}
1126 static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
1127 static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
1128 static void shader_none_destroy(IWineD3DBaseShader *iface) {}
1129 static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
1130 static void shader_none_free(IWineD3DDevice *iface) {}
1131 static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
1132 static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
1133 FIXME("NONE shader backend asked to generate a pixel shader\n");
1134 return 0;
1135 }
1136 static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
1137 FIXME("NONE shader backend asked to generate a vertex shader\n");
1138 return 0;
1139 }
1140
1141 #define GLINFO_LOCATION (*gl_info)
1142 static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
1143 {
1144 /* Set the shader caps to 0 for the none shader backend */
1145 pCaps->VertexShaderVersion = 0;
1146 pCaps->PixelShaderVersion = 0;
1147 pCaps->PixelShader1xMaxValue = 0.0;
1148 }
1149 #undef GLINFO_LOCATION
1150 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
1151 {
1152 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
1153 {
1154 TRACE("Checking support for fixup:\n");
1155 dump_color_fixup_desc(fixup);
1156 }
1157
1158 /* Faked to make some apps happy. */
1159 if (!is_yuv_fixup(fixup))
1160 {
1161 TRACE("[OK]\n");
1162 return TRUE;
1163 }
1164
1165 TRACE("[FAILED]\n");
1166 return FALSE;
1167 }
1168
1169 const shader_backend_t none_shader_backend = {
1170 shader_none_instruction_handler_table,
1171 shader_none_select,
1172 shader_none_select_depth_blt,
1173 shader_none_deselect_depth_blt,
1174 shader_none_update_float_vertex_constants,
1175 shader_none_update_float_pixel_constants,
1176 shader_none_load_constants,
1177 shader_none_color_correction,
1178 shader_none_destroy,
1179 shader_none_alloc,
1180 shader_none_free,
1181 shader_none_dirty_const,
1182 shader_none_generate_pshader,
1183 shader_none_generate_vshader,
1184 shader_none_get_caps,
1185 shader_none_color_fixup_supported,
1186 };