Git conversion: Make reactos the root directory, move rosapps, rostests, wallpapers...
[reactos.git] / reactos / dll / directx / wine / wined3d / shader.c
diff --git a/reactos/dll/directx/wine/wined3d/shader.c b/reactos/dll/directx/wine/wined3d/shader.c
deleted file mode 100644 (file)
index 5245cb6..0000000
+++ /dev/null
@@ -1,4178 +0,0 @@
-/*
- * Copyright 2002-2003 Jason Edmeades
- * Copyright 2002-2003 Raphael Junqueira
- * Copyright 2004 Christian Costa
- * Copyright 2005 Oliver Stieber
- * Copyright 2006 Ivan Gyurdiev
- * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
- * Copyright 2009-2011 Henri Verbeet for CodeWeavers
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
-
-/* pow, mul_high, sub_high, mul_low */
-const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
-/* cmp */
-const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
-
-static const char * const shader_opcode_names[] =
-{
-    /* WINED3DSIH_ABS                              */ "abs",
-    /* WINED3DSIH_ADD                              */ "add",
-    /* WINED3DSIH_AND                              */ "and",
-    /* WINED3DSIH_ATOMIC_AND                       */ "atomic_and",
-    /* WINED3DSIH_ATOMIC_CMP_STORE                 */ "atomic_cmp_store",
-    /* WINED3DSIH_ATOMIC_IADD                      */ "atomic_iadd",
-    /* WINED3DSIH_ATOMIC_IMAX                      */ "atomic_imax",
-    /* WINED3DSIH_ATOMIC_IMIN                      */ "atomic_imin",
-    /* WINED3DSIH_ATOMIC_OR                        */ "atomic_or",
-    /* WINED3DSIH_ATOMIC_UMAX                      */ "atomic_umax",
-    /* WINED3DSIH_ATOMIC_UMIN                      */ "atomic_umin",
-    /* WINED3DSIH_ATOMIC_XOR                       */ "atomic_xor",
-    /* WINED3DSIH_BEM                              */ "bem",
-    /* WINED3DSIH_BFI                              */ "bfi",
-    /* WINED3DSIH_BFREV                            */ "bfrev",
-    /* WINED3DSIH_BREAK                            */ "break",
-    /* WINED3DSIH_BREAKC                           */ "breakc",
-    /* WINED3DSIH_BREAKP                           */ "breakp",
-    /* WINED3DSIH_BUFINFO                          */ "bufinfo",
-    /* WINED3DSIH_CALL                             */ "call",
-    /* WINED3DSIH_CALLNZ                           */ "callnz",
-    /* WINED3DSIH_CASE                             */ "case",
-    /* WINED3DSIH_CMP                              */ "cmp",
-    /* WINED3DSIH_CND                              */ "cnd",
-    /* WINED3DSIH_CONTINUE                         */ "continue",
-    /* WINED3DSIH_CONTINUEP                        */ "continuec",
-    /* WINED3DSIH_COUNTBITS                        */ "countbits",
-    /* WINED3DSIH_CRS                              */ "crs",
-    /* WINED3DSIH_CUT                              */ "cut",
-    /* WINED3DSIH_CUT_STREAM                       */ "cut_stream",
-    /* WINED3DSIH_DCL                              */ "dcl",
-    /* WINED3DSIH_DCL_CONSTANT_BUFFER              */ "dcl_constantBuffer",
-    /* WINED3DSIH_DCL_FUNCTION_BODY                */ "dcl_function_body",
-    /* WINED3DSIH_DCL_FUNCTION_TABLE               */ "dcl_function_table",
-    /* WINED3DSIH_DCL_GLOBAL_FLAGS                 */ "dcl_globalFlags",
-    /* WINED3DSIH_DCL_GS_INSTANCES                 */ "dcl_gs_instances",
-    /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
-    /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
-    /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR            */ "dcl_hs_max_tessfactor",
-    /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER    */ "dcl_immediateConstantBuffer",
-    /* WINED3DSIH_DCL_INDEX_RANGE                  */ "dcl_index_range",
-    /* WINED3DSIH_DCL_INDEXABLE_TEMP               */ "dcl_indexableTemp",
-    /* WINED3DSIH_DCL_INPUT                        */ "dcl_input",
-    /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT    */ "dcl_input_control_point_count",
-    /* WINED3DSIH_DCL_INPUT_PRIMITIVE              */ "dcl_inputPrimitive",
-    /* WINED3DSIH_DCL_INPUT_PS                     */ "dcl_input_ps",
-    /* WINED3DSIH_DCL_INPUT_PS_SGV                 */ "dcl_input_ps_sgv",
-    /* WINED3DSIH_DCL_INPUT_PS_SIV                 */ "dcl_input_ps_siv",
-    /* WINED3DSIH_DCL_INPUT_SGV                    */ "dcl_input_sgv",
-    /* WINED3DSIH_DCL_INPUT_SIV                    */ "dcl_input_siv",
-    /* WINED3DSIH_DCL_INTERFACE                    */ "dcl_interface",
-    /* WINED3DSIH_DCL_OUTPUT                       */ "dcl_output",
-    /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT   */ "dcl_output_control_point_count",
-    /* WINED3DSIH_DCL_OUTPUT_SIV                   */ "dcl_output_siv",
-    /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY              */ "dcl_outputTopology",
-    /* WINED3DSIH_DCL_RESOURCE_RAW                 */ "dcl_resource_raw",
-    /* WINED3DSIH_DCL_RESOURCE_STRUCTURED          */ "dcl_resource_structured",
-    /* WINED3DSIH_DCL_SAMPLER                      */ "dcl_sampler",
-    /* WINED3DSIH_DCL_STREAM                       */ "dcl_stream",
-    /* WINED3DSIH_DCL_TEMPS                        */ "dcl_temps",
-    /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ "dcl_tessellator_domain",
-    /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
-    /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING     */ "dcl_tessellator_partitioning",
-    /* WINED3DSIH_DCL_TGSM_RAW                     */ "dcl_tgsm_raw",
-    /* WINED3DSIH_DCL_TGSM_STRUCTURED              */ "dcl_tgsm_structured",
-    /* WINED3DSIH_DCL_THREAD_GROUP                 */ "dcl_thread_group",
-    /* WINED3DSIH_DCL_UAV_RAW                      */ "dcl_uav_raw",
-    /* WINED3DSIH_DCL_UAV_STRUCTURED               */ "dcl_uav_structured",
-    /* WINED3DSIH_DCL_UAV_TYPED                    */ "dcl_uav_typed",
-    /* WINED3DSIH_DCL_VERTICES_OUT                 */ "dcl_maxOutputVertexCount",
-    /* WINED3DSIH_DEF                              */ "def",
-    /* WINED3DSIH_DEFAULT                          */ "default",
-    /* WINED3DSIH_DEFB                             */ "defb",
-    /* WINED3DSIH_DEFI                             */ "defi",
-    /* WINED3DSIH_DIV                              */ "div",
-    /* WINED3DSIH_DP2                              */ "dp2",
-    /* WINED3DSIH_DP2ADD                           */ "dp2add",
-    /* WINED3DSIH_DP3                              */ "dp3",
-    /* WINED3DSIH_DP4                              */ "dp4",
-    /* WINED3DSIH_DST                              */ "dst",
-    /* WINED3DSIH_DSX                              */ "dsx",
-    /* WINED3DSIH_DSX_COARSE                       */ "deriv_rtx_coarse",
-    /* WINED3DSIH_DSX_FINE                         */ "deriv_rtx_fine",
-    /* WINED3DSIH_DSY                              */ "dsy",
-    /* WINED3DSIH_DSY_COARSE                       */ "deriv_rty_coarse",
-    /* WINED3DSIH_DSY_FINE                         */ "deriv_rty_fine",
-    /* WINED3DSIH_ELSE                             */ "else",
-    /* WINED3DSIH_EMIT                             */ "emit",
-    /* WINED3DSIH_EMIT_STREAM                      */ "emit_stream",
-    /* WINED3DSIH_ENDIF                            */ "endif",
-    /* WINED3DSIH_ENDLOOP                          */ "endloop",
-    /* WINED3DSIH_ENDREP                           */ "endrep",
-    /* WINED3DSIH_ENDSWITCH                        */ "endswitch",
-    /* WINED3DSIH_EQ                               */ "eq",
-    /* WINED3DSIH_EXP                              */ "exp",
-    /* WINED3DSIH_EXPP                             */ "expp",
-    /* WINED3DSIH_F16TOF32                         */ "f16tof32",
-    /* WINED3DSIH_F32TOF16                         */ "f32tof16",
-    /* WINED3DSIH_FCALL                            */ "fcall",
-    /* WINED3DSIH_FIRSTBIT_HI                      */ "firstbit_hi",
-    /* WINED3DSIH_FIRSTBIT_LO                      */ "firstbit_lo",
-    /* WINED3DSIH_FIRSTBIT_SHI                     */ "firstbit_shi",
-    /* WINED3DSIH_FRC                              */ "frc",
-    /* WINED3DSIH_FTOI                             */ "ftoi",
-    /* WINED3DSIH_FTOU                             */ "ftou",
-    /* WINED3DSIH_GATHER4                          */ "gather4",
-    /* WINED3DSIH_GATHER4_C                        */ "gather4_c",
-    /* WINED3DSIH_GATHER4_PO                       */ "gather4_po",
-    /* WINED3DSIH_GATHER4_PO_C                     */ "gather4_po_c",
-    /* WINED3DSIH_GE                               */ "ge",
-    /* WINED3DSIH_HS_CONTROL_POINT_PHASE           */ "hs_control_point_phase",
-    /* WINED3DSIH_HS_DECLS                         */ "hs_decls",
-    /* WINED3DSIH_HS_FORK_PHASE                    */ "hs_fork_phase",
-    /* WINED3DSIH_HS_JOIN_PHASE                    */ "hs_join_phase",
-    /* WINED3DSIH_IADD                             */ "iadd",
-    /* WINED3DSIH_IBFE                             */ "ibfe",
-    /* WINED3DSIH_IEQ                              */ "ieq",
-    /* WINED3DSIH_IF                               */ "if",
-    /* WINED3DSIH_IFC                              */ "ifc",
-    /* WINED3DSIH_IGE                              */ "ige",
-    /* WINED3DSIH_ILT                              */ "ilt",
-    /* WINED3DSIH_IMAD                             */ "imad",
-    /* WINED3DSIH_IMAX                             */ "imax",
-    /* WINED3DSIH_IMIN                             */ "imin",
-    /* WINED3DSIH_IMM_ATOMIC_ALLOC                 */ "imm_atomic_alloc",
-    /* WINED3DSIH_IMM_ATOMIC_AND                   */ "imm_atomic_and",
-    /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH              */ "imm_atomic_cmp_exch",
-    /* WINED3DSIH_IMM_ATOMIC_CONSUME               */ "imm_atomic_consume",
-    /* WINED3DSIH_IMM_ATOMIC_EXCH                  */ "imm_atomic_exch",
-    /* WINED3DSIH_IMM_ATOMIC_IADD                  */ "imm_atomic_iadd",
-    /* WINED3DSIH_IMM_ATOMIC_IMAX                  */ "imm_atomic_imax",
-    /* WINED3DSIH_IMM_ATOMIC_IMIN                  */ "imm_atomic_imin",
-    /* WINED3DSIH_IMM_ATOMIC_OR                    */ "imm_atomic_or",
-    /* WINED3DSIH_IMM_ATOMIC_UMAX                  */ "imm_atomic_umax",
-    /* WINED3DSIH_IMM_ATOMIC_UMIN                  */ "imm_atomic_umin",
-    /* WINED3DSIH_IMM_ATOMIC_XOR                   */ "imm_atomic_xor",
-    /* WINED3DSIH_IMUL                             */ "imul",
-    /* WINED3DSIH_INE                              */ "ine",
-    /* WINED3DSIH_INEG                             */ "ineg",
-    /* WINED3DSIH_ISHL                             */ "ishl",
-    /* WINED3DSIH_ISHR                             */ "ishr",
-    /* WINED3DSIH_ITOF                             */ "itof",
-    /* WINED3DSIH_LABEL                            */ "label",
-    /* WINED3DSIH_LD                               */ "ld",
-    /* WINED3DSIH_LD2DMS                           */ "ld2dms",
-    /* WINED3DSIH_LD_RAW                           */ "ld_raw",
-    /* WINED3DSIH_LD_STRUCTURED                    */ "ld_structured",
-    /* WINED3DSIH_LD_UAV_TYPED                     */ "ld_uav_typed",
-    /* WINED3DSIH_LIT                              */ "lit",
-    /* WINED3DSIH_LOD                              */ "lod",
-    /* WINED3DSIH_LOG                              */ "log",
-    /* WINED3DSIH_LOGP                             */ "logp",
-    /* WINED3DSIH_LOOP                             */ "loop",
-    /* WINED3DSIH_LRP                              */ "lrp",
-    /* WINED3DSIH_LT                               */ "lt",
-    /* WINED3DSIH_M3x2                             */ "m3x2",
-    /* WINED3DSIH_M3x3                             */ "m3x3",
-    /* WINED3DSIH_M3x4                             */ "m3x4",
-    /* WINED3DSIH_M4x3                             */ "m4x3",
-    /* WINED3DSIH_M4x4                             */ "m4x4",
-    /* WINED3DSIH_MAD                              */ "mad",
-    /* WINED3DSIH_MAX                              */ "max",
-    /* WINED3DSIH_MIN                              */ "min",
-    /* WINED3DSIH_MOV                              */ "mov",
-    /* WINED3DSIH_MOVA                             */ "mova",
-    /* WINED3DSIH_MOVC                             */ "movc",
-    /* WINED3DSIH_MUL                              */ "mul",
-    /* WINED3DSIH_NE                               */ "ne",
-    /* WINED3DSIH_NOP                              */ "nop",
-    /* WINED3DSIH_NOT                              */ "not",
-    /* WINED3DSIH_NRM                              */ "nrm",
-    /* WINED3DSIH_OR                               */ "or",
-    /* WINED3DSIH_PHASE                            */ "phase",
-    /* WINED3DSIH_POW                              */ "pow",
-    /* WINED3DSIH_RCP                              */ "rcp",
-    /* WINED3DSIH_REP                              */ "rep",
-    /* WINED3DSIH_RESINFO                          */ "resinfo",
-    /* WINED3DSIH_RET                              */ "ret",
-    /* WINED3DSIH_RETP                             */ "retp",
-    /* WINED3DSIH_ROUND_NE                         */ "round_ne",
-    /* WINED3DSIH_ROUND_NI                         */ "round_ni",
-    /* WINED3DSIH_ROUND_PI                         */ "round_pi",
-    /* WINED3DSIH_ROUND_Z                          */ "round_z",
-    /* WINED3DSIH_RSQ                              */ "rsq",
-    /* WINED3DSIH_SAMPLE                           */ "sample",
-    /* WINED3DSIH_SAMPLE_B                         */ "sample_b",
-    /* WINED3DSIH_SAMPLE_C                         */ "sample_c",
-    /* WINED3DSIH_SAMPLE_C_LZ                      */ "sample_c_lz",
-    /* WINED3DSIH_SAMPLE_GRAD                      */ "sample_d",
-    /* WINED3DSIH_SAMPLE_INFO                      */ "sample_info",
-    /* WINED3DSIH_SAMPLE_LOD                       */ "sample_l",
-    /* WINED3DSIH_SAMPLE_POS                       */ "sample_pos",
-    /* WINED3DSIH_SETP                             */ "setp",
-    /* WINED3DSIH_SGE                              */ "sge",
-    /* WINED3DSIH_SGN                              */ "sgn",
-    /* WINED3DSIH_SINCOS                           */ "sincos",
-    /* WINED3DSIH_SLT                              */ "slt",
-    /* WINED3DSIH_SQRT                             */ "sqrt",
-    /* WINED3DSIH_STORE_RAW                        */ "store_raw",
-    /* WINED3DSIH_STORE_STRUCTURED                 */ "store_structured",
-    /* WINED3DSIH_STORE_UAV_TYPED                  */ "store_uav_typed",
-    /* WINED3DSIH_SUB                              */ "sub",
-    /* WINED3DSIH_SWAPC                            */ "swapc",
-    /* WINED3DSIH_SWITCH                           */ "switch",
-    /* WINED3DSIH_SYNC                             */ "sync",
-    /* WINED3DSIH_TEX                              */ "texld",
-    /* WINED3DSIH_TEXBEM                           */ "texbem",
-    /* WINED3DSIH_TEXBEML                          */ "texbeml",
-    /* WINED3DSIH_TEXCOORD                         */ "texcrd",
-    /* WINED3DSIH_TEXDEPTH                         */ "texdepth",
-    /* WINED3DSIH_TEXDP3                           */ "texdp3",
-    /* WINED3DSIH_TEXDP3TEX                        */ "texdp3tex",
-    /* WINED3DSIH_TEXKILL                          */ "texkill",
-    /* WINED3DSIH_TEXLDD                           */ "texldd",
-    /* WINED3DSIH_TEXLDL                           */ "texldl",
-    /* WINED3DSIH_TEXM3x2DEPTH                     */ "texm3x2depth",
-    /* WINED3DSIH_TEXM3x2PAD                       */ "texm3x2pad",
-    /* WINED3DSIH_TEXM3x2TEX                       */ "texm3x2tex",
-    /* WINED3DSIH_TEXM3x3                          */ "texm3x3",
-    /* WINED3DSIH_TEXM3x3DIFF                      */ "texm3x3diff",
-    /* WINED3DSIH_TEXM3x3PAD                       */ "texm3x3pad",
-    /* WINED3DSIH_TEXM3x3SPEC                      */ "texm3x3spec",
-    /* WINED3DSIH_TEXM3x3TEX                       */ "texm3x3tex",
-    /* WINED3DSIH_TEXM3x3VSPEC                     */ "texm3x3vspec",
-    /* WINED3DSIH_TEXREG2AR                        */ "texreg2ar",
-    /* WINED3DSIH_TEXREG2GB                        */ "texreg2gb",
-    /* WINED3DSIH_TEXREG2RGB                       */ "texreg2rgb",
-    /* WINED3DSIH_UBFE                             */ "ubfe",
-    /* WINED3DSIH_UDIV                             */ "udiv",
-    /* WINED3DSIH_UGE                              */ "uge",
-    /* WINED3DSIH_ULT                              */ "ult",
-    /* WINED3DSIH_UMAX                             */ "umax",
-    /* WINED3DSIH_UMIN                             */ "umin",
-    /* WINED3DSIH_UMUL                             */ "umul",
-    /* WINED3DSIH_USHR                             */ "ushr",
-    /* WINED3DSIH_UTOF                             */ "utof",
-    /* WINED3DSIH_XOR                              */ "xor",
-};
-
-static const char * const semantic_names[] =
-{
-    /* WINED3D_DECL_USAGE_POSITION      */ "SV_POSITION",
-    /* WINED3D_DECL_USAGE_BLEND_WEIGHT  */ "BLENDWEIGHT",
-    /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
-    /* WINED3D_DECL_USAGE_NORMAL        */ "NORMAL",
-    /* WINED3D_DECL_USAGE_PSIZE         */ "PSIZE",
-    /* WINED3D_DECL_USAGE_TEXCOORD      */ "TEXCOORD",
-    /* WINED3D_DECL_USAGE_TANGENT       */ "TANGENT",
-    /* WINED3D_DECL_USAGE_BINORMAL      */ "BINORMAL",
-    /* WINED3D_DECL_USAGE_TESS_FACTOR   */ "TESSFACTOR",
-    /* WINED3D_DECL_USAGE_POSITIONT     */ "POSITIONT",
-    /* WINED3D_DECL_USAGE_COLOR         */ "COLOR",
-    /* WINED3D_DECL_USAGE_FOG           */ "FOG",
-    /* WINED3D_DECL_USAGE_DEPTH         */ "DEPTH",
-    /* WINED3D_DECL_USAGE_SAMPLE        */ "SAMPLE",
-};
-
-static const struct
-{
-    enum wined3d_shader_input_sysval_semantic sysval_semantic;
-    const char *sysval_name;
-}
-shader_input_sysval_semantic_names[] =
-{
-    {WINED3D_SIV_POSITION,                   "position"},
-    {WINED3D_SIV_CLIP_DISTANCE,              "clip_distance"},
-    {WINED3D_SIV_CULL_DISTANCE,              "cull_distance"},
-    {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX,  "render_target_array_index"},
-    {WINED3D_SIV_VIEWPORT_ARRAY_INDEX,       "viewport_array_index"},
-    {WINED3D_SIV_VERTEX_ID,                  "vertex_id"},
-    {WINED3D_SIV_INSTANCE_ID,                "instance_id"},
-    {WINED3D_SIV_PRIMITIVE_ID,               "primitive_id"},
-    {WINED3D_SIV_IS_FRONT_FACE,              "is_front_face"},
-    {WINED3D_SIV_SAMPLE_INDEX,               "sample_index"},
-    {WINED3D_SIV_QUAD_U0_TESS_FACTOR,        "finalQuadUeq0EdgeTessFactor"},
-    {WINED3D_SIV_QUAD_V0_TESS_FACTOR,        "finalQuadVeq0EdgeTessFactor"},
-    {WINED3D_SIV_QUAD_U1_TESS_FACTOR,        "finalQuadUeq1EdgeTessFactor"},
-    {WINED3D_SIV_QUAD_V1_TESS_FACTOR,        "finalQuadVeq1EdgeTessFactor"},
-    {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR,   "finalQuadUInsideTessFactor"},
-    {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR,   "finalQuadVInsideTessFactor"},
-    {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR,     "finalTriUeq0EdgeTessFactor"},
-    {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR,     "finalTriVeq0EdgeTessFactor"},
-    {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR,     "finalTriWeq0EdgeTessFactor"},
-    {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
-    {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR,    "finalLineDetailTessFactor"},
-    {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR,   "finalLineDensityTessFactor"},
-};
-
-static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
-
-const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
-{
-    if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
-        return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
-
-    return shader_opcode_names[handler_idx];
-}
-
-static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
-{
-    if (usage >= ARRAY_SIZE(semantic_names))
-    {
-        FIXME("Unrecognized usage %#x.\n", usage);
-        return "UNRECOGNIZED";
-    }
-
-    return semantic_names[usage];
-}
-
-static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
-{
-    unsigned int i;
-
-    for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
-    {
-        if (!strcmp(name, semantic_names[i]))
-            return i;
-    }
-
-    return ~0U;
-}
-
-static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
-{
-    switch (usage)
-    {
-        case WINED3D_DECL_USAGE_POSITION:
-            return WINED3D_SV_POSITION;
-        default:
-            return 0;
-    }
-}
-
-BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
-{
-    return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
-}
-
-static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
-        const struct wined3d_shader_semantic *s)
-{
-    e->semantic_name = shader_semantic_name_from_usage(s->usage);
-    e->semantic_idx = s->usage_idx;
-    e->stream_idx = 0;
-    e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
-    e->component_type = WINED3D_TYPE_FLOAT;
-    e->register_idx = s->reg.reg.idx[0].offset;
-    e->mask = s->reg.write_mask;
-}
-
-static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
-        enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
-{
-    e->semantic_name = shader_semantic_name_from_usage(usage);
-    e->semantic_idx = usage_idx;
-    e->stream_idx = 0;
-    e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
-    e->component_type = WINED3D_TYPE_FLOAT;
-    e->register_idx = reg_idx;
-    e->mask = write_mask;
-}
-
-static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
-{
-    switch (format)
-    {
-        case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
-            return &sm1_shader_frontend;
-
-        case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
-            return &sm4_shader_frontend;
-
-        default:
-            WARN("Invalid byte code format %#x specified.\n", format);
-            return NULL;
-    }
-}
-
-void string_buffer_clear(struct wined3d_string_buffer *buffer)
-{
-    buffer->buffer[0] = '\0';
-    buffer->content_size = 0;
-}
-
-BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
-{
-    buffer->buffer_size = 32;
-    if (!(buffer->buffer = HeapAlloc(GetProcessHeap(), 0, buffer->buffer_size)))
-    {
-        ERR("Failed to allocate shader buffer memory.\n");
-        return FALSE;
-    }
-
-    string_buffer_clear(buffer);
-    return TRUE;
-}
-
-void string_buffer_free(struct wined3d_string_buffer *buffer)
-{
-    HeapFree(GetProcessHeap(), 0, buffer->buffer);
-}
-
-BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
-{
-    char *new_buffer;
-    unsigned int new_buffer_size = buffer->buffer_size * 2;
-
-    while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
-        new_buffer_size *= 2;
-    if (!(new_buffer = HeapReAlloc(GetProcessHeap(), 0, buffer->buffer, new_buffer_size)))
-    {
-        ERR("Failed to grow buffer.\n");
-        buffer->buffer[buffer->content_size] = '\0';
-        return FALSE;
-    }
-    buffer->buffer = new_buffer;
-    buffer->buffer_size = new_buffer_size;
-    return TRUE;
-}
-
-int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
-{
-    unsigned int rem;
-    int rc;
-
-    rem = buffer->buffer_size - buffer->content_size;
-    rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
-    if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
-        return rc;
-
-    buffer->content_size += rc;
-    return 0;
-}
-
-int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
-{
-    va_list args;
-    int ret;
-
-    for (;;)
-    {
-        va_start(args, format);
-        ret = shader_vaddline(buffer, format, args);
-        va_end(args);
-        if (!ret)
-            return ret;
-        if (!string_buffer_resize(buffer, ret))
-            return -1;
-    }
-}
-
-struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
-{
-    struct wined3d_string_buffer *buffer;
-
-    if (list_empty(&list->list))
-    {
-        buffer = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer));
-        if (!buffer || !string_buffer_init(buffer))
-        {
-            ERR("Couldn't allocate buffer for temporary string.\n");
-            HeapFree(GetProcessHeap(), 0, buffer);
-            return NULL;
-        }
-    }
-    else
-    {
-        buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
-        list_remove(&buffer->entry);
-    }
-    string_buffer_clear(buffer);
-    return buffer;
-}
-
-static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
-{
-    if (!buffer)
-        return 0;
-    string_buffer_clear(buffer);
-    return shader_vaddline(buffer, format, args);
-}
-
-void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
-{
-    va_list args;
-    int ret;
-
-    for (;;)
-    {
-        va_start(args, format);
-        ret = string_buffer_vsprintf(buffer, format, args);
-        va_end(args);
-        if (!ret)
-            return;
-        if (!string_buffer_resize(buffer, ret))
-            return;
-    }
-}
-
-void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
-{
-    if (!buffer)
-        return;
-    list_add_head(&list->list, &buffer->entry);
-}
-
-void string_buffer_list_init(struct wined3d_string_buffer_list *list)
-{
-    list_init(&list->list);
-}
-
-void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
-{
-    struct wined3d_string_buffer *buffer, *buffer_next;
-
-    LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
-    {
-        string_buffer_free(buffer);
-        HeapFree(GetProcessHeap(), 0, buffer);
-    }
-    list_init(&list->list);
-}
-
-/* Convert floating point offset relative to a register file to an absolute
- * offset for float constants. */
-static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
-{
-    switch (register_type)
-    {
-        case WINED3DSPR_CONST: return register_idx;
-        case WINED3DSPR_CONST2: return 2048 + register_idx;
-        case WINED3DSPR_CONST3: return 4096 + register_idx;
-        case WINED3DSPR_CONST4: return 6144 + register_idx;
-        default:
-            FIXME("Unsupported register type: %u.\n", register_type);
-            return register_idx;
-    }
-}
-
-static void shader_delete_constant_list(struct list *clist)
-{
-    struct wined3d_shader_lconst *constant, *constant_next;
-
-    LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
-        HeapFree(GetProcessHeap(), 0, constant);
-    list_init(clist);
-}
-
-static void shader_set_limits(struct wined3d_shader *shader)
-{
-    static const struct limits_entry
-    {
-        unsigned int min_version;
-        unsigned int max_version;
-        struct wined3d_shader_limits limits;
-    }
-    vs_limits[] =
-    {
-        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
-        {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0,  0, 256,  0, 12,  0}},
-        {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12,  0}},
-        /* DX10 cards on Windows advertise a D3D9 constant limit of 256
-         * even though they are capable of supporting much more (GL
-         * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
-         * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
-         * shaders to 256. */
-        {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12,  0}},
-        {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0, 16,  0}},
-        {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32,  0}},
-        {0}
-    },
-    hs_limits[] =
-    {
-        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
-        {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
-    },
-    ds_limits[] =
-    {
-        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
-        {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
-    },
-    gs_limits[] =
-    {
-        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
-        {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0, 32, 16}},
-        {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
-        {0}
-    },
-    ps_limits[] =
-    {
-        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
-        {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4,  0,   8,  0,  0,  0}},
-        {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6,  0,   8,  0,  0,  0}},
-        {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16,  0,  32,  0,  0,  0}},
-        {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16,  32, 16,  0,  0}},
-        {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16,  0, 10}},
-        {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0,  0, 32}},
-        {0}
-    },
-    cs_limits[] =
-    {
-        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
-        {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0,  0,  0}},
-    };
-    const struct limits_entry *limits_array;
-    DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
-            shader->reg_maps.shader_version.minor);
-    int i = 0;
-
-    switch (shader->reg_maps.shader_version.type)
-    {
-        default:
-            FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
-            /* Fall-through. */
-        case WINED3D_SHADER_TYPE_VERTEX:
-            limits_array = vs_limits;
-            break;
-        case WINED3D_SHADER_TYPE_HULL:
-            limits_array = hs_limits;
-            break;
-        case WINED3D_SHADER_TYPE_DOMAIN:
-            limits_array = ds_limits;
-            break;
-        case WINED3D_SHADER_TYPE_GEOMETRY:
-            limits_array = gs_limits;
-            break;
-        case WINED3D_SHADER_TYPE_PIXEL:
-            limits_array = ps_limits;
-            break;
-        case WINED3D_SHADER_TYPE_COMPUTE:
-            limits_array = cs_limits;
-            break;
-    }
-
-    while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
-    {
-        if (shader_version <= limits_array[i].max_version)
-        {
-            shader->limits = &limits_array[i].limits;
-            break;
-        }
-        ++i;
-    }
-    if (!shader->limits)
-    {
-        FIXME("Unexpected shader version \"%u.%u\".\n",
-                shader->reg_maps.shader_version.major,
-                shader->reg_maps.shader_version.minor);
-        shader->limits = &limits_array[max(0, i - 1)].limits;
-    }
-}
-
-static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
-{
-    DWORD idx, shift;
-    idx = bit >> 5;
-    shift = bit & 0x1f;
-    bitmap[idx] |= (1u << shift);
-}
-
-static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
-        const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
-{
-    switch (reg->type)
-    {
-        case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
-            if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
-                reg_maps->texcoord |= 1u << reg->idx[0].offset;
-            else
-                reg_maps->address |= 1u << reg->idx[0].offset;
-            break;
-
-        case WINED3DSPR_TEMP:
-            reg_maps->temporary |= 1u << reg->idx[0].offset;
-            break;
-
-        case WINED3DSPR_INPUT:
-            if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
-            {
-                /* If relative addressing is used, we must assume that all
-                 * registers are used. Even if it is a construct like v3[aL],
-                 * we can't assume that v0, v1 and v2 aren't read because aL
-                 * can be negative. */
-                if (reg->idx[0].rel_addr)
-                    shader->u.ps.input_reg_used = ~0u;
-                else
-                    shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
-            }
-            else
-                reg_maps->input_registers |= 1u << reg->idx[0].offset;
-            break;
-
-        case WINED3DSPR_RASTOUT:
-            if (reg->idx[0].offset == 1)
-                reg_maps->fog = 1;
-            if (reg->idx[0].offset == 2)
-                reg_maps->point_size = 1;
-            break;
-
-        case WINED3DSPR_MISCTYPE:
-            if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
-            {
-                if (!reg->idx[0].offset)
-                    reg_maps->vpos = 1;
-                else if (reg->idx[0].offset == 1)
-                    reg_maps->usesfacing = 1;
-            }
-            break;
-
-        case WINED3DSPR_CONST:
-            if (reg->idx[0].rel_addr)
-            {
-                if (reg->idx[0].offset < reg_maps->min_rel_offset)
-                    reg_maps->min_rel_offset = reg->idx[0].offset;
-                if (reg->idx[0].offset > reg_maps->max_rel_offset)
-                    reg_maps->max_rel_offset = reg->idx[0].offset;
-                reg_maps->usesrelconstF = TRUE;
-            }
-            else
-            {
-                if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
-                {
-                    WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
-                    return FALSE;
-                }
-                else
-                {
-                    set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
-                }
-            }
-            break;
-
-        case WINED3DSPR_CONSTINT:
-            if (reg->idx[0].offset >= shader->limits->constant_int)
-            {
-                WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
-                return FALSE;
-            }
-            else
-            {
-                reg_maps->integer_constants |= (1u << reg->idx[0].offset);
-            }
-            break;
-
-        case WINED3DSPR_CONSTBOOL:
-            if (reg->idx[0].offset >= shader->limits->constant_bool)
-            {
-                WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
-                return FALSE;
-            }
-            else
-            {
-                reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
-            }
-            break;
-
-        case WINED3DSPR_COLOROUT:
-            reg_maps->rt_mask |= (1u << reg->idx[0].offset);
-            break;
-
-        case WINED3DSPR_OUTCONTROLPOINT:
-            reg_maps->vocp = 1;
-            break;
-
-        default:
-            TRACE("Not recording register of type %#x and [%#x][%#x].\n",
-                    reg->type, reg->idx[0].offset, reg->idx[1].offset);
-            break;
-    }
-    return TRUE;
-}
-
-static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
-        unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
-{
-    struct wined3d_shader_sampler_map_entry *entries, *entry;
-    struct wined3d_shader_sampler_map *map;
-    unsigned int i;
-
-    map = &reg_maps->sampler_map;
-    entries = map->entries;
-    for (i = 0; i < map->count; ++i)
-    {
-        if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
-            return;
-    }
-
-    if (!map->size)
-    {
-        if (!(entries = wined3d_calloc(4, sizeof(*entries))))
-        {
-            ERR("Failed to allocate sampler map entries.\n");
-            return;
-        }
-        map->size = 4;
-        map->entries = entries;
-    }
-    else if (map->count == map->size)
-    {
-        size_t new_size = map->size * 2;
-
-        if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
-                || !(entries = HeapReAlloc(GetProcessHeap(), 0, entries, sizeof(*entries) * new_size)))
-        {
-            ERR("Failed to resize sampler map entries.\n");
-            return;
-        }
-        map->size = new_size;
-        map->entries = entries;
-    }
-
-    entry = &entries[map->count++];
-    entry->resource_idx = resource_idx;
-    entry->sampler_idx = sampler_idx;
-    entry->bind_idx = bind_idx;
-}
-
-static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
-{
-    switch (instr)
-    {
-        case WINED3DSIH_M4x4:
-        case WINED3DSIH_M3x4:
-            return param == 1 ? 3 : 0;
-
-        case WINED3DSIH_M4x3:
-        case WINED3DSIH_M3x3:
-            return param == 1 ? 2 : 0;
-
-        case WINED3DSIH_M3x2:
-            return param == 1 ? 1 : 0;
-
-        default:
-            return 0;
-    }
-}
-
-static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
-        unsigned int register_idx, unsigned int size, unsigned int stride)
-{
-    struct wined3d_shader_tgsm *tgsm;
-
-    if (register_idx >= MAX_TGSM_REGISTERS)
-    {
-        ERR("Invalid TGSM register index %u.\n", register_idx);
-        return S_OK;
-    }
-    if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
-    {
-        FIXME("TGSM declarations are allowed only in compute shaders.\n");
-        return S_OK;
-    }
-
-    if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
-            register_idx + 1, sizeof(*reg_maps->tgsm)))
-        return E_OUTOFMEMORY;
-
-    reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
-    tgsm = &reg_maps->tgsm[register_idx];
-    tgsm->size = size;
-    tgsm->stride = stride;
-    return S_OK;
-}
-
-static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
-        struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
-        const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
-{
-    struct wined3d_shader_phase *phase;
-
-    if ((phase = *current_phase))
-    {
-        phase->end = previous_instruction_ptr;
-        *current_phase = NULL;
-    }
-
-    if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
-    {
-        ERR("Unexpected shader type %#x.\n", shader->reg_maps.shader_version.type);
-        return E_FAIL;
-    }
-
-    switch (ins->handler_idx)
-    {
-        case WINED3DSIH_HS_CONTROL_POINT_PHASE:
-            if (shader->u.hs.phases.control_point)
-            {
-                FIXME("Multiple control point phases.\n");
-                HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point);
-            }
-            if (!(shader->u.hs.phases.control_point = HeapAlloc(GetProcessHeap(),
-                    HEAP_ZERO_MEMORY, sizeof(*shader->u.hs.phases.control_point))))
-                return E_OUTOFMEMORY;
-            phase = shader->u.hs.phases.control_point;
-            break;
-        case WINED3DSIH_HS_FORK_PHASE:
-            if (!wined3d_array_reserve((void **)&shader->u.hs.phases.fork,
-                    &shader->u.hs.phases.fork_size, shader->u.hs.phases.fork_count + 1,
-                    sizeof(*shader->u.hs.phases.fork)))
-                return E_OUTOFMEMORY;
-            phase = &shader->u.hs.phases.fork[shader->u.hs.phases.fork_count++];
-            break;
-        case WINED3DSIH_HS_JOIN_PHASE:
-            if (!wined3d_array_reserve((void **)&shader->u.hs.phases.join,
-                    &shader->u.hs.phases.join_size, shader->u.hs.phases.join_count + 1,
-                    sizeof(*shader->u.hs.phases.join)))
-                return E_OUTOFMEMORY;
-            phase = &shader->u.hs.phases.join[shader->u.hs.phases.join_count++];
-            break;
-        default:
-            ERR("Unexpected opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
-            return E_FAIL;
-    }
-
-    phase->start = current_instruction_ptr;
-    *current_phase = phase;
-
-    return WINED3D_OK;
-}
-
-/* Note that this does not count the loop register as an address register. */
-static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe,
-        struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature *input_signature,
-        struct wined3d_shader_signature *output_signature, DWORD constf_size)
-{
-    struct wined3d_shader_signature_element input_signature_elements[max(MAX_ATTRIBS, MAX_REG_INPUT)];
-    struct wined3d_shader_signature_element output_signature_elements[MAX_REG_OUTPUT];
-    unsigned int cur_loop_depth = 0, max_loop_depth = 0;
-    struct wined3d_shader_version shader_version;
-    struct wined3d_shader_phase *phase = NULL;
-    const DWORD *ptr, *prev_ins, *current_ins;
-    void *fe_data = shader->frontend_data;
-    unsigned int i;
-    HRESULT hr;
-
-    memset(reg_maps, 0, sizeof(*reg_maps));
-    memset(input_signature_elements, 0, sizeof(input_signature_elements));
-    memset(output_signature_elements, 0, sizeof(output_signature_elements));
-    reg_maps->min_rel_offset = ~0U;
-    list_init(&reg_maps->indexable_temps);
-
-    fe->shader_read_header(fe_data, &ptr, &shader_version);
-    prev_ins = current_ins = ptr;
-    reg_maps->shader_version = shader_version;
-
-    shader_set_limits(shader);
-
-    if (!(reg_maps->constf = wined3d_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
-            sizeof(*reg_maps->constf))))
-    {
-        ERR("Failed to allocate constant map memory.\n");
-        return E_OUTOFMEMORY;
-    }
-
-    while (!fe->shader_is_end(fe_data, &ptr))
-    {
-        struct wined3d_shader_instruction ins;
-
-        current_ins = ptr;
-        /* Fetch opcode. */
-        fe->shader_read_instruction(fe_data, &ptr, &ins);
-
-        /* Unhandled opcode, and its parameters. */
-        if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
-        {
-            WARN("Encountered unrecognised or invalid instruction.\n");
-            return WINED3DERR_INVALIDCALL;
-        }
-
-        /* Handle declarations. */
-        if (ins.handler_idx == WINED3DSIH_DCL
-                || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
-        {
-            struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
-            unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
-
-            switch (semantic->reg.reg.type)
-            {
-                /* Mark input registers used. */
-                case WINED3DSPR_INPUT:
-                    if (reg_idx >= MAX_REG_INPUT)
-                    {
-                        ERR("Invalid input register index %u.\n", reg_idx);
-                        break;
-                    }
-                    if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
-                            && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
-                        return WINED3DERR_INVALIDCALL;
-                    reg_maps->input_registers |= 1u << reg_idx;
-                    shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
-                    break;
-
-                /* Vertex shader: mark 3.0 output registers used, save token. */
-                case WINED3DSPR_OUTPUT:
-                    if (reg_idx >= MAX_REG_OUTPUT)
-                    {
-                        ERR("Invalid output register index %u.\n", reg_idx);
-                        break;
-                    }
-                    reg_maps->output_registers |= 1u << reg_idx;
-                    shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
-                    if (semantic->usage == WINED3D_DECL_USAGE_FOG)
-                        reg_maps->fog = 1;
-                    if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
-                        reg_maps->point_size = 1;
-                    break;
-
-                case WINED3DSPR_SAMPLER:
-                    shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
-                case WINED3DSPR_RESOURCE:
-                    if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
-                    {
-                        ERR("Invalid resource index %u.\n", reg_idx);
-                        break;
-                    }
-                    reg_maps->resource_info[reg_idx].type = semantic->resource_type;
-                    reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
-                    break;
-
-                case WINED3DSPR_UAV:
-                    if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
-                    {
-                        ERR("Invalid UAV resource index %u.\n", reg_idx);
-                        break;
-                    }
-                    reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
-                    reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
-                    if (ins.flags)
-                        FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
-                    break;
-
-                default:
-                    TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
-                    break;
-            }
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
-        {
-            struct wined3d_shader_register *reg = &ins.declaration.src.reg;
-            if (reg->idx[0].offset >= WINED3D_MAX_CBS)
-                ERR("Invalid CB index %u.\n", reg->idx[0].offset);
-            else
-                reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
-        {
-            if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
-            {
-                if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
-                    shader->u.ps.force_early_depth_stencil = TRUE;
-                else
-                    FIXME("Invalid instruction %#x for shader type %#x.\n",
-                            ins.handler_idx, shader_version.type);
-            }
-            else
-            {
-                WARN("Ignoring global flags %#x.\n", ins.flags);
-            }
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
-                shader->u.gs.instance_count = ins.declaration.count;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n",
-                        ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
-                || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
-        {
-            if (phase)
-                phase->instance_count = ins.declaration.count;
-            else
-                FIXME("Instruction %s outside of shader phase.\n",
-                        debug_d3dshaderinstructionhandler(ins.handler_idx));
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
-        {
-            if (reg_maps->icb)
-                FIXME("Multiple immediate constant buffers.\n");
-            reg_maps->icb = ins.declaration.icb;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
-        {
-            if (phase)
-            {
-                FIXME("Indexable temporary registers not supported.\n");
-            }
-            else
-            {
-                struct wined3d_shader_indexable_temp *reg;
-
-                if (!(reg = HeapAlloc(GetProcessHeap(), 0, sizeof(*reg))))
-                    return E_OUTOFMEMORY;
-
-                *reg = ins.declaration.indexable_temp;
-                list_add_tail(&reg_maps->indexable_temps, &reg->entry);
-            }
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
-                shader->u.gs.input_type = ins.declaration.primitive_type.type;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n",
-                        ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
-        {
-            if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT_GREATER_EQUAL ||
-                ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT_LESS_EQUAL)
-            {
-                if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
-                    shader->u.ps.depth_compare = ins.declaration.dst.reg.type;
-                else
-                    FIXME("Invalid instruction depth declaration for shader type %#x.\n", shader_version.type);
-            }
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
-                shader->u.hs.output_vertex_count = ins.declaration.count;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
-                shader->u.gs.output_type = ins.declaration.primitive_type.type;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n",
-                        ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
-        {
-            unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
-            if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
-            {
-                ERR("Invalid resource index %u.\n", reg_idx);
-                break;
-            }
-            reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
-            reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
-            reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
-        {
-            unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
-            if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
-            {
-                ERR("Invalid resource index %u.\n", reg_idx);
-                break;
-            }
-            reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
-            reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
-            reg_maps->resource_info[reg_idx].flags = 0;
-            reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
-        {
-            if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
-                reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
-        {
-            if (phase)
-                phase->temporary_count = ins.declaration.count;
-            else
-                reg_maps->temporary_count = ins.declaration.count;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
-                shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
-            else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
-                FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
-                shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
-                shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
-        {
-            if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
-                    ins.declaration.tgsm_raw.byte_count / 4, 0)))
-                return hr;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
-        {
-            unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
-            unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
-            if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
-                    ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
-                return hr;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
-            {
-                shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
-            }
-            else
-            {
-                FIXME("Invalid instruction %#x for shader type %#x.\n",
-                        ins.handler_idx, shader_version.type);
-            }
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
-        {
-            unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
-            if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
-            {
-                ERR("Invalid UAV resource index %u.\n", reg_idx);
-                break;
-            }
-            if (ins.flags)
-                FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
-            reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
-            reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
-            reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
-        {
-            unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
-            if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
-            {
-                ERR("Invalid UAV resource index %u.\n", reg_idx);
-                break;
-            }
-            if (ins.flags)
-                FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
-            reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
-            reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
-            reg_maps->uav_resource_info[reg_idx].flags = 0;
-            reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
-                shader->u.gs.vertices_out = ins.declaration.count;
-            else
-                FIXME("Invalid instruction %#x for shader type %#x.\n",
-                        ins.handler_idx, shader_version.type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DEF)
-        {
-            struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
-            float *value;
-            if (!lconst) return E_OUTOFMEMORY;
-
-            lconst->idx = ins.dst[0].reg.idx[0].offset;
-            memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
-            value = (float *)lconst->value;
-
-            /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
-            if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
-            {
-                if (value[0] < -1.0f) value[0] = -1.0f;
-                else if (value[0] > 1.0f) value[0] = 1.0f;
-                if (value[1] < -1.0f) value[1] = -1.0f;
-                else if (value[1] > 1.0f) value[1] = 1.0f;
-                if (value[2] < -1.0f) value[2] = -1.0f;
-                else if (value[2] > 1.0f) value[2] = 1.0f;
-                if (value[3] < -1.0f) value[3] = -1.0f;
-                else if (value[3] > 1.0f) value[3] = 1.0f;
-            }
-
-            list_add_head(&shader->constantsF, &lconst->entry);
-
-            if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
-                    || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
-            {
-                shader->lconst_inf_or_nan = TRUE;
-            }
-        }
-        else if (ins.handler_idx == WINED3DSIH_DEFI)
-        {
-            struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
-            if (!lconst) return E_OUTOFMEMORY;
-
-            lconst->idx = ins.dst[0].reg.idx[0].offset;
-            memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
-
-            list_add_head(&shader->constantsI, &lconst->entry);
-            reg_maps->local_int_consts |= (1u << lconst->idx);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DEFB)
-        {
-            struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
-            if (!lconst) return E_OUTOFMEMORY;
-
-            lconst->idx = ins.dst[0].reg.idx[0].offset;
-            memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
-
-            list_add_head(&shader->constantsB, &lconst->entry);
-            reg_maps->local_bool_consts |= (1u << lconst->idx);
-        }
-        /* Handle shader phases. */
-        else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
-                || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
-                || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
-        {
-            if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
-                return hr;
-        }
-        /* For subroutine prototypes. */
-        else if (ins.handler_idx == WINED3DSIH_LABEL)
-        {
-            reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
-        }
-        /* Set texture, address, temporary registers. */
-        else
-        {
-            BOOL color0_mov = FALSE;
-            unsigned int i;
-
-            /* This will loop over all the registers and try to
-             * make a bitmask of the ones we're interested in.
-             *
-             * Relative addressing tokens are ignored, but that's
-             * okay, since we'll catch any address registers when
-             * they are initialized (required by spec). */
-            for (i = 0; i < ins.dst_count; ++i)
-            {
-                if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
-                        shader_version.type, constf_size))
-                    return WINED3DERR_INVALIDCALL;
-
-                if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
-                {
-                    UINT idx = ins.dst[i].reg.idx[0].offset;
-
-                    switch (ins.dst[i].reg.type)
-                    {
-                        case WINED3DSPR_RASTOUT:
-                            if (shader_version.major >= 3)
-                                break;
-                            switch (idx)
-                            {
-                                case 0: /* oPos */
-                                    reg_maps->output_registers |= 1u << 10;
-                                    shader_signature_from_usage(&output_signature_elements[10],
-                                            WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
-                                    break;
-
-                                case 1: /* oFog */
-                                    reg_maps->output_registers |= 1u << 11;
-                                    shader_signature_from_usage(&output_signature_elements[11],
-                                            WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
-                                    break;
-
-                                case 2: /* oPts */
-                                    reg_maps->output_registers |= 1u << 11;
-                                    shader_signature_from_usage(&output_signature_elements[11],
-                                            WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
-                                    break;
-                            }
-                            break;
-
-                        case WINED3DSPR_ATTROUT:
-                            if (shader_version.major >= 3)
-                                break;
-                            if (idx < 2)
-                            {
-                                idx += 8;
-                                if (reg_maps->output_registers & (1u << idx))
-                                {
-                                    output_signature_elements[idx].mask |= ins.dst[i].write_mask;
-                                }
-                                else
-                                {
-                                    reg_maps->output_registers |= 1u << idx;
-                                    shader_signature_from_usage(&output_signature_elements[idx],
-                                            WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
-                                }
-                            }
-                            break;
-
-                        case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
-                            if (shader_version.major >= 3)
-                            {
-                                if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
-                                {
-                                    WARN("Invalid output register index %u.\n", idx);
-                                    break;
-                                }
-                                reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
-                                break;
-                            }
-                            if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
-                            {
-                                WARN("Invalid texcoord index %u.\n", idx);
-                                break;
-                            }
-                            reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
-                            if (reg_maps->output_registers & (1u << idx))
-                            {
-                                output_signature_elements[idx].mask |= ins.dst[i].write_mask;
-                            }
-                            else
-                            {
-                                reg_maps->output_registers |= 1u << idx;
-                                shader_signature_from_usage(&output_signature_elements[idx],
-                                        WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
-                            }
-                            break;
-
-                        default:
-                            break;
-                    }
-                }
-
-                if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
-                {
-                    if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
-                    {
-                        /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
-                         * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
-                         * the mov and perform the sRGB write correction from the source register.
-                         *
-                         * However, if the mov is only partial, we can't do this, and if the write
-                         * comes from an instruction other than MOV it is hard to do as well. If
-                         * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
-                        shader->u.ps.color0_mov = FALSE;
-                        if (ins.handler_idx == WINED3DSIH_MOV
-                                && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
-                        {
-                            /* Used later when the source register is read. */
-                            color0_mov = TRUE;
-                        }
-                    }
-                    /* Also drop the MOV marker if the source register is overwritten prior to the shader
-                     * end
-                     */
-                    else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
-                            && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
-                    {
-                        shader->u.ps.color0_mov = FALSE;
-                    }
-                }
-
-                /* Declare 1.x samplers implicitly, based on the destination reg. number. */
-                if (shader_version.major == 1
-                        && (ins.handler_idx == WINED3DSIH_TEX
-                            || ins.handler_idx == WINED3DSIH_TEXBEM
-                            || ins.handler_idx == WINED3DSIH_TEXBEML
-                            || ins.handler_idx == WINED3DSIH_TEXDP3TEX
-                            || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
-                            || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
-                            || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
-                            || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
-                            || ins.handler_idx == WINED3DSIH_TEXREG2AR
-                            || ins.handler_idx == WINED3DSIH_TEXREG2GB
-                            || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
-                {
-                    unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
-
-                    if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
-                    {
-                        WARN("Invalid 1.x sampler index %u.\n", reg_idx);
-                        continue;
-                    }
-
-                    TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
-                    reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
-                    reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
-                    shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
-
-                    /* texbem is only valid with < 1.4 pixel shaders */
-                    if (ins.handler_idx == WINED3DSIH_TEXBEM
-                            || ins.handler_idx == WINED3DSIH_TEXBEML)
-                    {
-                        reg_maps->bumpmat |= 1u << reg_idx;
-                        if (ins.handler_idx == WINED3DSIH_TEXBEML)
-                        {
-                            reg_maps->luminanceparams |= 1u << reg_idx;
-                        }
-                    }
-                }
-                else if (ins.handler_idx == WINED3DSIH_BEM)
-                {
-                    reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
-                }
-            }
-
-            if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
-            {
-                unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
-                if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
-                {
-                    ERR("Invalid UAV index %u.\n", reg_idx);
-                    break;
-                }
-                reg_maps->uav_counter_mask |= (1u << reg_idx);
-            }
-            else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
-                    || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
-                    || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
-                    || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
-                    || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
-                    || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
-            {
-                unsigned int reg_idx;
-                if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
-                    reg_idx = ins.src[1].reg.idx[0].offset;
-                else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
-                    reg_idx = ins.src[2].reg.idx[0].offset;
-                else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
-                    reg_idx = ins.dst[0].reg.idx[0].offset;
-                else if (ins.handler_idx == WINED3DSIH_BUFINFO)
-                    reg_idx = ins.src[0].reg.idx[0].offset;
-                else
-                    reg_idx = ins.dst[1].reg.idx[0].offset;
-                if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
-                {
-                    ERR("Invalid UAV index %u.\n", reg_idx);
-                    break;
-                }
-                reg_maps->uav_read_mask |= (1u << reg_idx);
-            }
-            else if (ins.handler_idx == WINED3DSIH_NRM)
-            {
-                reg_maps->usesnrm = 1;
-            }
-            else if (ins.handler_idx == WINED3DSIH_DSY
-                    || ins.handler_idx == WINED3DSIH_DSY_COARSE
-                    || ins.handler_idx == WINED3DSIH_DSY_FINE)
-            {
-                reg_maps->usesdsy = 1;
-            }
-            else if (ins.handler_idx == WINED3DSIH_DSX
-                    || ins.handler_idx == WINED3DSIH_DSX_COARSE
-                    || ins.handler_idx == WINED3DSIH_DSX_FINE)
-            {
-                reg_maps->usesdsx = 1;
-            }
-            else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
-            else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
-            else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
-            else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
-            else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
-            else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
-            else if (ins.handler_idx == WINED3DSIH_LOOP
-                    || ins.handler_idx == WINED3DSIH_REP)
-            {
-                ++cur_loop_depth;
-                if (cur_loop_depth > max_loop_depth)
-                    max_loop_depth = cur_loop_depth;
-            }
-            else if (ins.handler_idx == WINED3DSIH_ENDLOOP
-                    || ins.handler_idx == WINED3DSIH_ENDREP)
-            {
-                --cur_loop_depth;
-            }
-            else if (ins.handler_idx == WINED3DSIH_GATHER4
-                    || ins.handler_idx == WINED3DSIH_GATHER4_C
-                    || ins.handler_idx == WINED3DSIH_SAMPLE
-                    || ins.handler_idx == WINED3DSIH_SAMPLE_B
-                    || ins.handler_idx == WINED3DSIH_SAMPLE_C
-                    || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
-                    || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
-                    || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
-            {
-                shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
-                        ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
-            }
-            else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
-                    || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
-            {
-                shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
-                        ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
-            }
-            else if (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
-            {
-                shader_record_sample(reg_maps, ins.src[0].reg.idx[0].offset,
-                        WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
-            }
-            else if (ins.handler_idx == WINED3DSIH_LD
-                    || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
-                    || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
-            {
-                shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
-                        WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
-            }
-            else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
-                    && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
-            {
-                shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
-                        WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
-            }
-
-            if (ins.predicate)
-                if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
-                        shader_version.type, constf_size))
-                    return WINED3DERR_INVALIDCALL;
-
-            for (i = 0; i < ins.src_count; ++i)
-            {
-                unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
-                struct wined3d_shader_register reg = ins.src[i].reg;
-
-                if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
-                        shader_version.type, constf_size))
-                    return WINED3DERR_INVALIDCALL;
-                while (count)
-                {
-                    ++reg.idx[0].offset;
-                    if (!shader_record_register_usage(shader, reg_maps, &reg,
-                            shader_version.type, constf_size))
-                        return WINED3DERR_INVALIDCALL;
-                    --count;
-                }
-
-                if (color0_mov)
-                {
-                    if (ins.src[i].reg.type == WINED3DSPR_TEMP
-                            && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
-                    {
-                        shader->u.ps.color0_mov = TRUE;
-                        shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
-                    }
-                }
-            }
-        }
-
-        prev_ins = current_ins;
-    }
-    reg_maps->loop_depth = max_loop_depth;
-
-    if (phase)
-    {
-        phase->end = prev_ins;
-        phase = NULL;
-    }
-
-    /* PS before 2.0 don't have explicit color outputs. Instead the value of
-     * R0 is written to the render target. */
-    if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
-        reg_maps->rt_mask |= (1u << 0);
-
-    if (input_signature->elements)
-    {
-        for (i = 0; i < input_signature->element_count; ++i)
-        {
-            if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
-            {
-                if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
-                {
-                    WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
-                    return WINED3DERR_INVALIDCALL;
-                }
-            }
-            else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
-            {
-                if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
-                    reg_maps->vpos = 1;
-                else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
-                    reg_maps->usesfacing = 1;
-            }
-            reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
-        }
-    }
-    else if (!input_signature->elements && reg_maps->input_registers)
-    {
-        unsigned int count = wined3d_popcount(reg_maps->input_registers);
-        struct wined3d_shader_signature_element *e;
-        unsigned int i;
-
-        if (!(input_signature->elements = wined3d_calloc(count, sizeof(*input_signature->elements))))
-            return E_OUTOFMEMORY;
-        input_signature->element_count = count;
-
-        e = input_signature->elements;
-        for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
-        {
-            if (!(reg_maps->input_registers & (1u << i)))
-                continue;
-            input_signature_elements[i].register_idx = i;
-            *e++ = input_signature_elements[i];
-        }
-    }
-
-    if (output_signature->elements)
-    {
-        for (i = 0; i < output_signature->element_count; ++i)
-        {
-            reg_maps->output_registers |= 1u << output_signature->elements[i].register_idx;
-        }
-    }
-    else if (reg_maps->output_registers)
-    {
-        unsigned int count = wined3d_popcount(reg_maps->output_registers);
-        struct wined3d_shader_signature_element *e;
-
-        if (!(output_signature->elements = wined3d_calloc(count, sizeof(*output_signature->elements))))
-            return E_OUTOFMEMORY;
-        output_signature->element_count = count;
-
-        e = output_signature->elements;
-        for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
-        {
-            if (!(reg_maps->output_registers & (1u << i)))
-                continue;
-            *e++ = output_signature_elements[i];
-        }
-    }
-
-    return WINED3D_OK;
-}
-
-static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
-{
-    struct wined3d_shader_indexable_temp *reg, *reg_next;
-
-    HeapFree(GetProcessHeap(), 0, reg_maps->constf);
-    HeapFree(GetProcessHeap(), 0, reg_maps->sampler_map.entries);
-
-    LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
-        HeapFree(GetProcessHeap(), 0, reg);
-    list_init(&reg_maps->indexable_temps);
-
-    HeapFree(GetProcessHeap(), 0, reg_maps->tgsm);
-}
-
-unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
-{
-    DWORD map = 1u << max;
-    map |= map - 1;
-    map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
-
-    return wined3d_log2i(map);
-}
-
-static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
-{
-    if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
-    {
-        shader_addline(buffer, "refactoringAllowed");
-        global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
-        if (global_flags)
-            shader_addline(buffer, " | ");
-    }
-
-    if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
-    {
-        shader_addline(buffer, "forceEarlyDepthStencil");
-        global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
-        if (global_flags)
-            shader_addline(buffer, " | ");
-    }
-
-    if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
-    {
-        shader_addline(buffer, "enableRawAndStructuredBuffers");
-        global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
-    }
-
-    if (global_flags)
-        shader_addline(buffer, "unknown_flags(%#x)", global_flags);
-}
-
-static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
-{
-    if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
-    {
-        shader_addline(buffer, "_g");
-        sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
-    }
-    if (sync_flags & WINED3DSSF_THREAD_GROUP)
-    {
-        shader_addline(buffer, "_t");
-        sync_flags &= ~WINED3DSSF_THREAD_GROUP;
-    }
-
-    if (sync_flags)
-        shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
-}
-
-static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
-{
-    if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
-    {
-        shader_addline(buffer, "_glc");
-        uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
-    }
-    if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
-    {
-        shader_addline(buffer, "_opc");
-        uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
-    }
-
-    if (uav_flags)
-        shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
-}
-
-static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
-        enum wined3d_tessellator_domain domain)
-{
-    switch (domain)
-    {
-        case WINED3D_TESSELLATOR_DOMAIN_LINE:
-            shader_addline(buffer, "line");
-            break;
-        case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
-            shader_addline(buffer, "triangle");
-            break;
-        case WINED3D_TESSELLATOR_DOMAIN_QUAD:
-            shader_addline(buffer, "quad");
-            break;
-        default:
-            shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
-            break;
-    }
-}
-
-static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
-        enum wined3d_tessellator_output_primitive output_primitive)
-{
-    switch (output_primitive)
-    {
-        case WINED3D_TESSELLATOR_OUTPUT_POINT:
-            shader_addline(buffer, "point");
-            break;
-        case WINED3D_TESSELLATOR_OUTPUT_LINE:
-            shader_addline(buffer, "line");
-            break;
-        case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
-            shader_addline(buffer, "triangle_cw");
-            break;
-        case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
-            shader_addline(buffer, "triangle_ccw");
-            break;
-        default:
-            shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
-            break;
-    }
-}
-
-static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
-        enum wined3d_tessellator_partitioning partitioning)
-{
-    switch (partitioning)
-    {
-        case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
-            shader_addline(buffer, "integer");
-            break;
-        case WINED3D_TESSELLATOR_PARTITIONING_POW2:
-            shader_addline(buffer, "pow2");
-            break;
-        case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
-            shader_addline(buffer, "fractional_odd");
-            break;
-        case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
-            shader_addline(buffer, "fractional_even");
-            break;
-        default:
-            shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
-            break;
-    }
-}
-
-static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
-        enum wined3d_shader_input_sysval_semantic semantic)
-{
-    unsigned int i;
-
-    for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
-    {
-        if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
-        {
-            shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
-            return;
-        }
-    }
-
-    shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
-}
-
-static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_semantic *semantic, unsigned int flags,
-        const struct wined3d_shader_version *shader_version)
-{
-    shader_addline(buffer, "dcl");
-
-    if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
-    {
-        switch (semantic->resource_type)
-        {
-            case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
-                shader_addline(buffer, "_2d");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
-                shader_addline(buffer, "_3d");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
-                shader_addline(buffer, "_cube");
-                break;
-
-            default:
-                shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
-                break;
-        }
-    }
-    else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
-    {
-        if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
-            shader_addline(buffer, "_resource_");
-        else
-            shader_addline(buffer, "_uav_");
-        switch (semantic->resource_type)
-        {
-            case WINED3D_SHADER_RESOURCE_BUFFER:
-                shader_addline(buffer, "buffer");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
-                shader_addline(buffer, "texture1d");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
-                shader_addline(buffer, "texture2d");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
-                shader_addline(buffer, "texture2dms");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
-                shader_addline(buffer, "texture3d");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
-                shader_addline(buffer, "texturecube");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
-                shader_addline(buffer, "texture1darray");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
-                shader_addline(buffer, "texture2darray");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
-                shader_addline(buffer, "texture2dmsarray");
-                break;
-
-            case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
-                shader_addline(buffer, "texturecubearray");
-                break;
-
-            default:
-                shader_addline(buffer, "unknown");
-                break;
-        }
-        if (semantic->reg.reg.type == WINED3DSPR_UAV)
-            shader_dump_uav_flags(buffer, flags);
-        switch (semantic->resource_data_type)
-        {
-            case WINED3D_DATA_FLOAT:
-                shader_addline(buffer, " (float)");
-                break;
-
-            case WINED3D_DATA_INT:
-                shader_addline(buffer, " (int)");
-                break;
-
-            case WINED3D_DATA_UINT:
-                shader_addline(buffer, " (uint)");
-                break;
-
-            case WINED3D_DATA_UNORM:
-                shader_addline(buffer, " (unorm)");
-                break;
-
-            case WINED3D_DATA_SNORM:
-                shader_addline(buffer, " (snorm)");
-                break;
-
-            default:
-                shader_addline(buffer, " (unknown)");
-                break;
-        }
-    }
-    else
-    {
-        /* Pixel shaders 3.0 don't have usage semantics. */
-        if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
-            return;
-        else
-            shader_addline(buffer, "_");
-
-        switch (semantic->usage)
-        {
-            case WINED3D_DECL_USAGE_POSITION:
-                shader_addline(buffer, "position%u", semantic->usage_idx);
-                break;
-
-            case WINED3D_DECL_USAGE_BLEND_INDICES:
-                shader_addline(buffer, "blend");
-                break;
-
-            case WINED3D_DECL_USAGE_BLEND_WEIGHT:
-                shader_addline(buffer, "weight");
-                break;
-
-            case WINED3D_DECL_USAGE_NORMAL:
-                shader_addline(buffer, "normal%u", semantic->usage_idx);
-                break;
-
-            case WINED3D_DECL_USAGE_PSIZE:
-                shader_addline(buffer, "psize");
-                break;
-
-            case WINED3D_DECL_USAGE_COLOR:
-                if (!semantic->usage_idx)
-                    shader_addline(buffer, "color");
-                else
-                    shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
-                break;
-
-            case WINED3D_DECL_USAGE_TEXCOORD:
-                shader_addline(buffer, "texture%u", semantic->usage_idx);
-                break;
-
-            case WINED3D_DECL_USAGE_TANGENT:
-                shader_addline(buffer, "tangent");
-                break;
-
-            case WINED3D_DECL_USAGE_BINORMAL:
-                shader_addline(buffer, "binormal");
-                break;
-
-            case WINED3D_DECL_USAGE_TESS_FACTOR:
-                shader_addline(buffer, "tessfactor");
-                break;
-
-            case WINED3D_DECL_USAGE_POSITIONT:
-                shader_addline(buffer, "positionT%u", semantic->usage_idx);
-                break;
-
-            case WINED3D_DECL_USAGE_FOG:
-                shader_addline(buffer, "fog");
-                break;
-
-            case WINED3D_DECL_USAGE_DEPTH:
-                shader_addline(buffer, "depth");
-                break;
-
-            case WINED3D_DECL_USAGE_SAMPLE:
-                shader_addline(buffer, "sample");
-                break;
-
-            default:
-                shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
-                FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
-        }
-    }
-}
-
-static void shader_dump_register(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
-{
-    static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
-    static const char * const misctype_reg_names[] = {"vPos", "vFace"};
-    UINT offset = reg->idx[0].offset;
-
-    switch (reg->type)
-    {
-        case WINED3DSPR_TEMP:
-            shader_addline(buffer, "r");
-            break;
-
-        case WINED3DSPR_INPUT:
-            shader_addline(buffer, "v");
-            break;
-
-        case WINED3DSPR_CONST:
-        case WINED3DSPR_CONST2:
-        case WINED3DSPR_CONST3:
-        case WINED3DSPR_CONST4:
-            shader_addline(buffer, "c");
-            offset = shader_get_float_offset(reg->type, offset);
-            break;
-
-        case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
-            shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
-            break;
-
-        case WINED3DSPR_RASTOUT:
-            shader_addline(buffer, "%s", rastout_reg_names[offset]);
-            break;
-
-        case WINED3DSPR_COLOROUT:
-            shader_addline(buffer, "oC");
-            break;
-
-        case WINED3DSPR_DEPTHOUT_GREATER_EQUAL:
-            shader_addline(buffer, "oDepth_greater_equal");
-            break;
-
-        case WINED3DSPR_DEPTHOUT_LESS_EQUAL:
-            shader_addline(buffer, "oDepth_less_equal");
-            break;
-
-        case WINED3DSPR_DEPTHOUT:
-            shader_addline(buffer, "oDepth");
-            break;
-
-        case WINED3DSPR_ATTROUT:
-            shader_addline(buffer, "oD");
-            break;
-
-        case WINED3DSPR_TEXCRDOUT:
-            /* Vertex shaders >= 3.0 use general purpose output registers
-             * (WINED3DSPR_OUTPUT), which can include an address token. */
-            if (shader_version->major >= 3)
-                shader_addline(buffer, "o");
-            else
-                shader_addline(buffer, "oT");
-            break;
-
-        case WINED3DSPR_CONSTINT:
-            shader_addline(buffer, "i");
-            break;
-
-        case WINED3DSPR_CONSTBOOL:
-            shader_addline(buffer, "b");
-            break;
-
-        case WINED3DSPR_LABEL:
-            shader_addline(buffer, "l");
-            break;
-
-        case WINED3DSPR_LOOP:
-            shader_addline(buffer, "aL");
-            break;
-
-        case WINED3DSPR_SAMPLER:
-            shader_addline(buffer, "s");
-            break;
-
-        case WINED3DSPR_MISCTYPE:
-            if (offset > 1)
-            {
-                FIXME("Unhandled misctype register %u.\n", offset);
-                shader_addline(buffer, "<unhandled misctype %#x>", offset);
-            }
-            else
-            {
-                shader_addline(buffer, "%s", misctype_reg_names[offset]);
-            }
-            break;
-
-        case WINED3DSPR_PREDICATE:
-            shader_addline(buffer, "p");
-            break;
-
-        case WINED3DSPR_IMMCONST:
-            shader_addline(buffer, "l");
-            break;
-
-        case WINED3DSPR_CONSTBUFFER:
-            shader_addline(buffer, "cb");
-            break;
-
-        case WINED3DSPR_IMMCONSTBUFFER:
-            shader_addline(buffer, "icb");
-            break;
-
-        case WINED3DSPR_PRIMID:
-            shader_addline(buffer, "primID");
-            break;
-
-        case WINED3DSPR_NULL:
-            shader_addline(buffer, "null");
-            break;
-
-        case WINED3DSPR_RESOURCE:
-            shader_addline(buffer, "t");
-            break;
-
-        case WINED3DSPR_UAV:
-            shader_addline(buffer, "u");
-            break;
-
-        case WINED3DSPR_OUTPOINTID:
-            shader_addline(buffer, "vOutputControlPointID");
-            break;
-
-        case WINED3DSPR_FORKINSTID:
-            shader_addline(buffer, "vForkInstanceId");
-            break;
-
-        case WINED3DSPR_JOININSTID:
-            shader_addline(buffer, "vJoinInstanceId");
-            break;
-
-        case WINED3DSPR_INCONTROLPOINT:
-            shader_addline(buffer, "vicp");
-            break;
-
-        case WINED3DSPR_OUTCONTROLPOINT:
-            shader_addline(buffer, "vocp");
-            break;
-
-        case WINED3DSPR_PATCHCONST:
-            shader_addline(buffer, "vpc");
-            break;
-
-        case WINED3DSPR_TESSCOORD:
-            shader_addline(buffer, "vDomainLocation");
-            break;
-
-        case WINED3DSPR_GROUPSHAREDMEM:
-            shader_addline(buffer, "g");
-            break;
-
-        case WINED3DSPR_THREADID:
-            shader_addline(buffer, "vThreadID");
-            break;
-
-        case WINED3DSPR_THREADGROUPID:
-            shader_addline(buffer, "vThreadGroupID");
-            break;
-
-        case WINED3DSPR_LOCALTHREADID:
-            shader_addline(buffer, "vThreadIDInGroup");
-            break;
-
-        case WINED3DSPR_LOCALTHREADINDEX:
-            shader_addline(buffer, "vThreadIDInGroupFlattened");
-            break;
-
-        case WINED3DSPR_IDXTEMP:
-            shader_addline(buffer, "x");
-            break;
-
-        case WINED3DSPR_STREAM:
-            shader_addline(buffer, "m");
-            break;
-
-        case WINED3DSPR_FUNCTIONBODY:
-            shader_addline(buffer, "fb");
-            break;
-
-        case WINED3DSPR_FUNCTIONPOINTER:
-            shader_addline(buffer, "fp");
-            break;
-
-        case WINED3DSPR_COVERAGE:
-            shader_addline(buffer, "vCoverage");
-            break;
-
-        case WINED3DSPR_SAMPLEMASK:
-            shader_addline(buffer, "oMask");
-            break;
-
-        case WINED3DSPR_GSINSTID:
-            shader_addline(buffer, "vGSInstanceID");
-            break;
-
-        default:
-            shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
-            break;
-    }
-
-    if (reg->type == WINED3DSPR_IMMCONST)
-    {
-        shader_addline(buffer, "(");
-        switch (reg->immconst_type)
-        {
-            case WINED3D_IMMCONST_SCALAR:
-                switch (reg->data_type)
-                {
-                    case WINED3D_DATA_FLOAT:
-                        shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
-                        break;
-                    case WINED3D_DATA_INT:
-                        shader_addline(buffer, "%d", reg->u.immconst_data[0]);
-                        break;
-                    case WINED3D_DATA_RESOURCE:
-                    case WINED3D_DATA_SAMPLER:
-                    case WINED3D_DATA_UINT:
-                        shader_addline(buffer, "%u", reg->u.immconst_data[0]);
-                        break;
-                    default:
-                        shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
-                        break;
-                }
-                break;
-
-            case WINED3D_IMMCONST_VEC4:
-                switch (reg->data_type)
-                {
-                    case WINED3D_DATA_FLOAT:
-                        shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
-                                *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
-                                *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
-                        break;
-                    case WINED3D_DATA_INT:
-                        shader_addline(buffer, "%d, %d, %d, %d",
-                                reg->u.immconst_data[0], reg->u.immconst_data[1],
-                                reg->u.immconst_data[2], reg->u.immconst_data[3]);
-                        break;
-                    case WINED3D_DATA_RESOURCE:
-                    case WINED3D_DATA_SAMPLER:
-                    case WINED3D_DATA_UINT:
-                        shader_addline(buffer, "%u, %u, %u, %u",
-                                reg->u.immconst_data[0], reg->u.immconst_data[1],
-                                reg->u.immconst_data[2], reg->u.immconst_data[3]);
-                        break;
-                    default:
-                        shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
-                        break;
-                }
-                break;
-
-            default:
-                shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
-                break;
-        }
-        shader_addline(buffer, ")");
-    }
-    else if (reg->type != WINED3DSPR_RASTOUT
-            && reg->type != WINED3DSPR_MISCTYPE
-            && reg->type != WINED3DSPR_NULL)
-    {
-        if (offset != ~0u)
-        {
-            shader_addline(buffer, "[");
-            if (reg->idx[0].rel_addr)
-            {
-                shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
-                shader_addline(buffer, " + ");
-            }
-            shader_addline(buffer, "%u]", offset);
-
-            if (reg->idx[1].offset != ~0u)
-            {
-                shader_addline(buffer, "[");
-                if (reg->idx[1].rel_addr)
-                {
-                    shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
-                    shader_addline(buffer, " + ");
-                }
-                shader_addline(buffer, "%u]", reg->idx[1].offset);
-            }
-        }
-
-        if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
-            shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
-    }
-}
-
-static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
-{
-    DWORD write_mask = param->write_mask;
-
-    shader_dump_register(buffer, &param->reg, shader_version);
-
-    if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
-    {
-        static const char write_mask_chars[] = "xyzw";
-
-        shader_addline(buffer, ".");
-        if (write_mask & WINED3DSP_WRITEMASK_0)
-            shader_addline(buffer, "%c", write_mask_chars[0]);
-        if (write_mask & WINED3DSP_WRITEMASK_1)
-            shader_addline(buffer, "%c", write_mask_chars[1]);
-        if (write_mask & WINED3DSP_WRITEMASK_2)
-            shader_addline(buffer, "%c", write_mask_chars[2]);
-        if (write_mask & WINED3DSP_WRITEMASK_3)
-            shader_addline(buffer, "%c", write_mask_chars[3]);
-    }
-}
-
-static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
-{
-    enum wined3d_shader_src_modifier src_modifier = param->modifiers;
-    DWORD swizzle = param->swizzle;
-
-    if (src_modifier == WINED3DSPSM_NEG
-            || src_modifier == WINED3DSPSM_BIASNEG
-            || src_modifier == WINED3DSPSM_SIGNNEG
-            || src_modifier == WINED3DSPSM_X2NEG
-            || src_modifier == WINED3DSPSM_ABSNEG)
-        shader_addline(buffer, "-");
-    else if (src_modifier == WINED3DSPSM_COMP)
-        shader_addline(buffer, "1-");
-    else if (src_modifier == WINED3DSPSM_NOT)
-        shader_addline(buffer, "!");
-
-    if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
-        shader_addline(buffer, "abs(");
-
-    shader_dump_register(buffer, &param->reg, shader_version);
-
-    switch (src_modifier)
-    {
-        case WINED3DSPSM_NONE:    break;
-        case WINED3DSPSM_NEG:     break;
-        case WINED3DSPSM_NOT:     break;
-        case WINED3DSPSM_BIAS:    shader_addline(buffer, "_bias"); break;
-        case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
-        case WINED3DSPSM_SIGN:    shader_addline(buffer, "_bx2"); break;
-        case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
-        case WINED3DSPSM_COMP:    break;
-        case WINED3DSPSM_X2:      shader_addline(buffer, "_x2"); break;
-        case WINED3DSPSM_X2NEG:   shader_addline(buffer, "_x2"); break;
-        case WINED3DSPSM_DZ:      shader_addline(buffer, "_dz"); break;
-        case WINED3DSPSM_DW:      shader_addline(buffer, "_dw"); break;
-        case WINED3DSPSM_ABSNEG:  shader_addline(buffer, ")"); break;
-        case WINED3DSPSM_ABS:     shader_addline(buffer, ")"); break;
-        default:                  shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
-    }
-
-    if (swizzle != WINED3DSP_NOSWIZZLE)
-    {
-        static const char swizzle_chars[] = "xyzw";
-        DWORD swizzle_x = swizzle & 0x03;
-        DWORD swizzle_y = (swizzle >> 2) & 0x03;
-        DWORD swizzle_z = (swizzle >> 4) & 0x03;
-        DWORD swizzle_w = (swizzle >> 6) & 0x03;
-
-        if (swizzle_x == swizzle_y
-                && swizzle_x == swizzle_z
-                && swizzle_x == swizzle_w)
-        {
-            shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
-        }
-        else
-        {
-            shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
-                    swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
-        }
-    }
-}
-
-/* Shared code in order to generate the bulk of the shader string. */
-HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
-        const DWORD *start, const DWORD *end)
-{
-    struct wined3d_device *device = shader->device;
-    const struct wined3d_shader_frontend *fe = shader->frontend;
-    void *fe_data = shader->frontend_data;
-    struct wined3d_shader_version shader_version;
-    struct wined3d_shader_parser_state state;
-    struct wined3d_shader_instruction ins;
-    struct wined3d_shader_tex_mx tex_mx;
-    struct wined3d_shader_context ctx;
-    const DWORD *ptr;
-
-    /* Initialize current parsing state. */
-    tex_mx.current_row = 0;
-    state.current_loop_depth = 0;
-    state.current_loop_reg = 0;
-    state.in_subroutine = FALSE;
-
-    ctx.shader = shader;
-    ctx.gl_info = &device->adapter->gl_info;
-    ctx.reg_maps = reg_maps;
-    ctx.buffer = buffer;
-    ctx.tex_mx = &tex_mx;
-    ctx.state = &state;
-    ctx.backend_data = backend_ctx;
-    ins.ctx = &ctx;
-
-    fe->shader_read_header(fe_data, &ptr, &shader_version);
-    if (start)
-        ptr = start;
-
-    while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
-    {
-        /* Read opcode. */
-        fe->shader_read_instruction(fe_data, &ptr, &ins);
-
-        /* Unknown opcode and its parameters. */
-        if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
-        {
-            WARN("Encountered unrecognised or invalid instruction.\n");
-            return WINED3DERR_INVALIDCALL;
-        }
-
-        if (ins.predicate)
-            FIXME("Predicates not implemented.\n");
-
-        /* Call appropriate function for output target */
-        device->shader_backend->shader_handle_instruction(&ins);
-    }
-
-    return WINED3D_OK;
-}
-
-static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_dst_param *dst)
-{
-    DWORD mmask = dst->modifiers;
-
-    switch (dst->shift)
-    {
-        case 0: break;
-        case 13: shader_addline(buffer, "_d8"); break;
-        case 14: shader_addline(buffer, "_d4"); break;
-        case 15: shader_addline(buffer, "_d2"); break;
-        case 1: shader_addline(buffer, "_x2"); break;
-        case 2: shader_addline(buffer, "_x4"); break;
-        case 3: shader_addline(buffer, "_x8"); break;
-        default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
-    }
-
-    if (mmask & WINED3DSPDM_SATURATE)         shader_addline(buffer, "_sat");
-    if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
-    if (mmask & WINED3DSPDM_MSAMPCENTROID)    shader_addline(buffer, "_centroid");
-
-    mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
-    if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
-}
-
-static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_primitive_type *primitive_type)
-{
-    switch (primitive_type->type)
-    {
-        case WINED3D_PT_UNDEFINED:
-            shader_addline(buffer, "undefined");
-            break;
-        case WINED3D_PT_POINTLIST:
-            shader_addline(buffer, "pointlist");
-            break;
-        case WINED3D_PT_LINELIST:
-            shader_addline(buffer, "linelist");
-            break;
-        case WINED3D_PT_LINESTRIP:
-            shader_addline(buffer, "linestrip");
-            break;
-        case WINED3D_PT_TRIANGLELIST:
-            shader_addline(buffer, "trianglelist");
-            break;
-        case WINED3D_PT_TRIANGLESTRIP:
-            shader_addline(buffer, "trianglestrip");
-            break;
-        case WINED3D_PT_TRIANGLEFAN:
-            shader_addline(buffer, "trianglefan");
-            break;
-        case WINED3D_PT_LINELIST_ADJ:
-            shader_addline(buffer, "linelist_adj");
-            break;
-        case WINED3D_PT_LINESTRIP_ADJ:
-            shader_addline(buffer, "linestrip_adj");
-            break;
-        case WINED3D_PT_TRIANGLELIST_ADJ:
-            shader_addline(buffer, "trianglelist_adj");
-            break;
-        case WINED3D_PT_TRIANGLESTRIP_ADJ:
-            shader_addline(buffer, "trianglestrip_adj");
-            break;
-        case WINED3D_PT_PATCH:
-            shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
-            break;
-        default:
-            shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
-            break;
-    }
-}
-
-static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
-        enum wined3d_shader_interpolation_mode interpolation_mode)
-{
-    switch (interpolation_mode)
-    {
-        case WINED3DSIM_CONSTANT:
-            shader_addline(buffer, "constant");
-            break;
-        case WINED3DSIM_LINEAR:
-            shader_addline(buffer, "linear");
-            break;
-        case WINED3DSIM_LINEAR_CENTROID:
-            shader_addline(buffer, "linear centroid");
-            break;
-        case WINED3DSIM_LINEAR_NOPERSPECTIVE:
-            shader_addline(buffer, "linear noperspective");
-            break;
-        case WINED3DSIM_LINEAR_SAMPLE:
-            shader_addline(buffer, "linear sample");
-            break;
-        case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
-            shader_addline(buffer, "linear noperspective centroid");
-            break;
-        case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
-            shader_addline(buffer, "linear noperspective sample");
-            break;
-        default:
-            shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
-            break;
-    }
-}
-
-static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
-{
-    struct wined3d_shader_version shader_version;
-    struct wined3d_string_buffer buffer;
-    const char *type_prefix;
-    const char *p, *q;
-    const DWORD *ptr;
-    DWORD i;
-
-    if (!string_buffer_init(&buffer))
-    {
-        ERR("Failed to initialize string buffer.\n");
-        return;
-    }
-
-    fe->shader_read_header(fe_data, &ptr, &shader_version);
-
-    TRACE("Parsing %p.\n", ptr);
-
-    switch (shader_version.type)
-    {
-        case WINED3D_SHADER_TYPE_VERTEX:
-            type_prefix = "vs";
-            break;
-
-        case WINED3D_SHADER_TYPE_HULL:
-            type_prefix = "hs";
-            break;
-
-        case WINED3D_SHADER_TYPE_DOMAIN:
-            type_prefix = "ds";
-            break;
-
-        case WINED3D_SHADER_TYPE_GEOMETRY:
-            type_prefix = "gs";
-            break;
-
-        case WINED3D_SHADER_TYPE_PIXEL:
-            type_prefix = "ps";
-            break;
-
-        case WINED3D_SHADER_TYPE_COMPUTE:
-            type_prefix = "cs";
-            break;
-
-        default:
-            FIXME("Unhandled shader type %#x.\n", shader_version.type);
-            type_prefix = "unknown";
-            break;
-    }
-
-    shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
-
-    while (!fe->shader_is_end(fe_data, &ptr))
-    {
-        struct wined3d_shader_instruction ins;
-
-        fe->shader_read_instruction(fe_data, &ptr, &ins);
-        if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
-        {
-            WARN("Skipping unrecognized instruction.\n");
-            shader_addline(&buffer, "<unrecognized instruction>\n");
-            continue;
-        }
-
-        if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
-        {
-            shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
-            shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
-            shader_addline(&buffer, " ");
-            shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
-            shader_addline(&buffer, ", %s",
-                    ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
-        {
-            shader_addline(&buffer, "%s fb%u",
-                    shader_opcode_names[ins.handler_idx], ins.declaration.index);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
-        {
-            shader_addline(&buffer, "%s ft%u = {...}",
-                    shader_opcode_names[ins.handler_idx], ins.declaration.index);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_global_flags(&buffer, ins.flags);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
-        {
-            shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
-                    ins.declaration.max_tessellation_factor);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
-        {
-            shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
-            for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
-            {
-                shader_addline(&buffer, "    {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
-                        ins.declaration.icb->data[4 * i + 0],
-                        ins.declaration.icb->data[4 * i + 1],
-                        ins.declaration.icb->data[4 * i + 2],
-                        ins.declaration.icb->data[4 * i + 3]);
-            }
-            shader_addline(&buffer, "}");
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
-            shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
-        {
-            shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
-                    ins.declaration.indexable_temp.register_idx,
-                    ins.declaration.indexable_temp.register_size,
-                    ins.declaration.indexable_temp.component_count);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_interpolation_mode(&buffer, ins.flags);
-            shader_addline(&buffer, " ");
-            shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
-                || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
-                || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
-                || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
-            shader_addline(&buffer, ", ");
-            shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_interpolation_mode(&buffer, ins.flags);
-            shader_addline(&buffer, " ");
-            shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
-            shader_addline(&buffer, ", ");
-            shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
-                || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
-                || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
-        {
-            shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
-                    shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
-                    ins.declaration.fp.array_size, ins.declaration.fp.body_count);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
-            shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
-            if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
-                shader_addline(&buffer, ", comparisonMode");
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
-                || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
-                || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
-                || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
-                || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
-                || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
-                || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
-        {
-            shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
-            shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
-        {
-            shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
-            shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
-            shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
-                    ins.declaration.tgsm_structured.structure_count);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
-        {
-            shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
-                    ins.declaration.thread_group_size.x,
-                    ins.declaration.thread_group_size.y,
-                    ins.declaration.thread_group_size.z);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
-        {
-            shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
-            shader_dump_uav_flags(&buffer, ins.flags);
-            shader_addline(&buffer, " ");
-            shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
-        {
-            shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
-            shader_dump_uav_flags(&buffer, ins.flags);
-            shader_addline(&buffer, " ");
-            shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
-            shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DEF)
-        {
-            shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
-                    ins.dst[0].reg.idx[0].offset),
-                    *(const float *)&ins.src[0].reg.u.immconst_data[0],
-                    *(const float *)&ins.src[0].reg.u.immconst_data[1],
-                    *(const float *)&ins.src[0].reg.u.immconst_data[2],
-                    *(const float *)&ins.src[0].reg.u.immconst_data[3]);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DEFI)
-        {
-            shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
-                    ins.src[0].reg.u.immconst_data[0],
-                    ins.src[0].reg.u.immconst_data[1],
-                    ins.src[0].reg.u.immconst_data[2],
-                    ins.src[0].reg.u.immconst_data[3]);
-        }
-        else if (ins.handler_idx == WINED3DSIH_DEFB)
-        {
-            shader_addline(&buffer, "defb b%u = %s",
-                    ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
-        }
-        else
-        {
-            if (ins.predicate)
-            {
-                shader_addline(&buffer, "(");
-                shader_dump_src_param(&buffer, ins.predicate, &shader_version);
-                shader_addline(&buffer, ") ");
-            }
-
-            /* PixWin marks instructions with the coissue flag with a '+' */
-            if (ins.coissue)
-                shader_addline(&buffer, "+");
-
-            shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
-
-            if (ins.handler_idx == WINED3DSIH_BREAKP
-                    || ins.handler_idx == WINED3DSIH_CONTINUEP
-                    || ins.handler_idx == WINED3DSIH_IF
-                    || ins.handler_idx == WINED3DSIH_RETP)
-            {
-                switch (ins.flags)
-                {
-                    case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
-                    case WINED3D_SHADER_CONDITIONAL_OP_Z:  shader_addline(&buffer, "_z"); break;
-                    default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
-                }
-            }
-            else if (ins.handler_idx == WINED3DSIH_IFC
-                    || ins.handler_idx == WINED3DSIH_BREAKC)
-            {
-                switch (ins.flags)
-                {
-                    case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
-                    case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
-                    case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
-                    case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
-                    case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
-                    case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
-                    default: shader_addline(&buffer, "_(%u)", ins.flags);
-                }
-            }
-            else if (ins.handler_idx == WINED3DSIH_TEX
-                    && shader_version.major >= 2
-                    && (ins.flags & WINED3DSI_TEXLD_PROJECT))
-            {
-                shader_addline(&buffer, "p");
-            }
-            else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
-            {
-                switch (ins.flags)
-                {
-                    case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
-                    case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
-                    default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
-                }
-            }
-            else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
-            {
-                switch (ins.flags)
-                {
-                    case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
-                    default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
-                }
-            }
-            else if (ins.handler_idx == WINED3DSIH_SYNC)
-            {
-                shader_dump_sync_flags(&buffer, ins.flags);
-            }
-
-            if (wined3d_shader_instruction_has_texel_offset(&ins))
-                shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
-
-            for (i = 0; i < ins.dst_count; ++i)
-            {
-                shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
-                shader_addline(&buffer, !i ? " " : ", ");
-                shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
-            }
-
-            /* Other source tokens */
-            for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
-            {
-                shader_addline(&buffer, !i ? " " : ", ");
-                shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
-            }
-        }
-        shader_addline(&buffer, "\n");
-    }
-
-    for (p = buffer.buffer; *p; p = q)
-    {
-        if (!(q = strstr(p, "\n")))
-            q = p + strlen(p);
-        else
-            ++q;
-        TRACE("    %.*s", (int)(q - p), p);
-    }
-
-    string_buffer_free(&buffer);
-}
-
-static void shader_cleanup(struct wined3d_shader *shader)
-{
-    if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
-    {
-        HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.control_point);
-        HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.fork);
-        HeapFree(GetProcessHeap(), 0, shader->u.hs.phases.join);
-    }
-    else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
-    {
-        HeapFree(GetProcessHeap(), 0, shader->u.gs.so_desc.elements);
-    }
-
-    HeapFree(GetProcessHeap(), 0, shader->patch_constant_signature.elements);
-    HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
-    HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
-    HeapFree(GetProcessHeap(), 0, shader->signature_strings);
-    shader->device->shader_backend->shader_destroy(shader);
-    shader_cleanup_reg_maps(&shader->reg_maps);
-    HeapFree(GetProcessHeap(), 0, shader->function);
-    shader_delete_constant_list(&shader->constantsF);
-    shader_delete_constant_list(&shader->constantsB);
-    shader_delete_constant_list(&shader->constantsI);
-    list_remove(&shader->shader_list_entry);
-
-    if (shader->frontend && shader->frontend_data)
-        shader->frontend->shader_free(shader->frontend_data);
-}
-
-struct shader_none_priv
-{
-    const struct wined3d_vertex_pipe_ops *vertex_pipe;
-    const struct fragment_pipeline *fragment_pipe;
-    BOOL ffp_proj_control;
-};
-
-static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
-static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
-static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
-        const struct wined3d_state *state) {}
-static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
-static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
-static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
-        const struct wined3d_state *state) {}
-static void shader_none_destroy(struct wined3d_shader *shader) {}
-static void shader_none_free_context_data(struct wined3d_context *context) {}
-static void shader_none_init_context_state(struct wined3d_context *context) {}
-
-/* Context activation is done by the caller. */
-static void shader_none_select(void *shader_priv, struct wined3d_context *context,
-        const struct wined3d_state *state)
-{
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    struct shader_none_priv *priv = shader_priv;
-
-    priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
-    priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
-}
-
-/* Context activation is done by the caller. */
-static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
-{
-    struct shader_none_priv *priv = shader_priv;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-
-    priv->vertex_pipe->vp_enable(gl_info, FALSE);
-    priv->fragment_pipe->enable_extension(gl_info, FALSE);
-
-    context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
-            | (1u << WINED3D_SHADER_TYPE_VERTEX)
-            | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
-            | (1u << WINED3D_SHADER_TYPE_HULL)
-            | (1u << WINED3D_SHADER_TYPE_DOMAIN)
-            | (1u << WINED3D_SHADER_TYPE_COMPUTE);
-}
-
-static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
-        const struct fragment_pipeline *fragment_pipe)
-{
-    struct fragment_caps fragment_caps;
-    void *vertex_priv, *fragment_priv;
-    struct shader_none_priv *priv;
-
-    if (!(priv = HeapAlloc(GetProcessHeap(), 0, sizeof(*priv))))
-        return E_OUTOFMEMORY;
-
-    if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
-    {
-        ERR("Failed to initialize vertex pipe.\n");
-        HeapFree(GetProcessHeap(), 0, priv);
-        return E_FAIL;
-    }
-
-    if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
-    {
-        ERR("Failed to initialize fragment pipe.\n");
-        vertex_pipe->vp_free(device);
-        HeapFree(GetProcessHeap(), 0, priv);
-        return E_FAIL;
-    }
-
-    priv->vertex_pipe = vertex_pipe;
-    priv->fragment_pipe = fragment_pipe;
-    fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
-    priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
-
-    device->vertex_priv = vertex_priv;
-    device->fragment_priv = fragment_priv;
-    device->shader_priv = priv;
-
-    return WINED3D_OK;
-}
-
-static void shader_none_free(struct wined3d_device *device)
-{
-    struct shader_none_priv *priv = device->shader_priv;
-
-    priv->fragment_pipe->free_private(device);
-    priv->vertex_pipe->vp_free(device);
-    HeapFree(GetProcessHeap(), 0, priv);
-}
-
-static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
-{
-    return TRUE;
-}
-
-static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
-{
-    /* Set the shader caps to 0 for the none shader backend */
-    caps->vs_version = 0;
-    caps->hs_version = 0;
-    caps->ds_version = 0;
-    caps->gs_version = 0;
-    caps->ps_version = 0;
-    caps->cs_version = 0;
-    caps->vs_uniform_count = 0;
-    caps->ps_uniform_count = 0;
-    caps->ps_1x_max_value = 0.0f;
-    caps->varying_count = 0;
-    caps->wined3d_caps = 0;
-}
-
-static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
-{
-    /* We "support" every possible fixup, since we don't support any shader
-     * model, and will never have to actually sample a texture. */
-    return TRUE;
-}
-
-static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
-{
-    struct shader_none_priv *priv = shader_priv;
-
-    return priv->ffp_proj_control;
-}
-
-const struct wined3d_shader_backend_ops none_shader_backend =
-{
-    shader_none_handle_instruction,
-    shader_none_precompile,
-    shader_none_select,
-    shader_none_select_compute,
-    shader_none_disable,
-    shader_none_update_float_vertex_constants,
-    shader_none_update_float_pixel_constants,
-    shader_none_load_constants,
-    shader_none_destroy,
-    shader_none_alloc,
-    shader_none_free,
-    shader_none_allocate_context_data,
-    shader_none_free_context_data,
-    shader_none_init_context_state,
-    shader_none_get_caps,
-    shader_none_color_fixup_supported,
-    shader_none_has_ffp_proj_control,
-};
-
-static HRESULT shader_set_function(struct wined3d_shader *shader, DWORD float_const_count,
-        enum wined3d_shader_type type, unsigned int max_version)
-{
-    struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
-    const struct wined3d_shader_frontend *fe;
-    HRESULT hr;
-    unsigned int backend_version;
-    const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
-
-    TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
-            shader, float_const_count, type, max_version);
-
-    fe = shader->frontend;
-    if (!(shader->frontend_data = fe->shader_init(shader->function,
-            shader->functionLength, &shader->output_signature)))
-    {
-        FIXME("Failed to initialize frontend.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    /* First pass: trace shader. */
-    if (TRACE_ON(d3d_shader))
-        shader_trace_init(fe, shader->frontend_data);
-
-    /* Second pass: figure out which registers are used, what the semantics are, etc. */
-    if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
-            &shader->output_signature, float_const_count)))
-        return hr;
-
-    if (reg_maps->shader_version.type != type)
-    {
-        WARN("Wrong shader type %d.\n", reg_maps->shader_version.type);
-        return WINED3DERR_INVALIDCALL;
-    }
-    if (reg_maps->shader_version.major > max_version)
-    {
-        WARN("Shader version %d not supported by this D3D API version.\n", reg_maps->shader_version.major);
-        return WINED3DERR_INVALIDCALL;
-    }
-    switch (type)
-    {
-        case WINED3D_SHADER_TYPE_VERTEX:
-            backend_version = d3d_info->limits.vs_version;
-            break;
-        case WINED3D_SHADER_TYPE_HULL:
-            backend_version = d3d_info->limits.hs_version;
-            break;
-        case WINED3D_SHADER_TYPE_DOMAIN:
-            backend_version = d3d_info->limits.ds_version;
-            break;
-        case WINED3D_SHADER_TYPE_GEOMETRY:
-            backend_version = d3d_info->limits.gs_version;
-            break;
-        case WINED3D_SHADER_TYPE_PIXEL:
-            backend_version = d3d_info->limits.ps_version;
-            break;
-        case WINED3D_SHADER_TYPE_COMPUTE:
-            backend_version = d3d_info->limits.cs_version;
-            break;
-        default:
-            FIXME("No backend version-checking for this shader type.\n");
-            backend_version = 0;
-    }
-    if (reg_maps->shader_version.major > backend_version)
-    {
-        WARN("Shader version %d.%d not supported by your GPU with the current shader backend.\n",
-                reg_maps->shader_version.major, reg_maps->shader_version.minor);
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    return WINED3D_OK;
-}
-
-ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
-{
-    ULONG refcount = InterlockedIncrement(&shader->ref);
-
-    TRACE("%p increasing refcount to %u.\n", shader, refcount);
-
-    return refcount;
-}
-
-static void wined3d_shader_init_object(void *object)
-{
-    struct wined3d_shader *shader = object;
-    struct wined3d_device *device = shader->device;
-
-    list_add_head(&device->shaders, &shader->shader_list_entry);
-
-    device->shader_backend->shader_precompile(device->shader_priv, shader);
-}
-
-static void wined3d_shader_destroy_object(void *object)
-{
-    shader_cleanup(object);
-    HeapFree(GetProcessHeap(), 0, object);
-}
-
-ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
-{
-    ULONG refcount = InterlockedDecrement(&shader->ref);
-
-    TRACE("%p decreasing refcount to %u.\n", shader, refcount);
-
-    if (!refcount)
-    {
-        shader->parent_ops->wined3d_object_destroyed(shader->parent);
-        wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
-    }
-
-    return refcount;
-}
-
-void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
-{
-    TRACE("shader %p.\n", shader);
-
-    return shader->parent;
-}
-
-HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
-        void *byte_code, UINT *byte_code_size)
-{
-    TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
-
-    if (!byte_code)
-    {
-        *byte_code_size = shader->functionLength;
-        return WINED3D_OK;
-    }
-
-    if (*byte_code_size < shader->functionLength)
-    {
-        /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
-         * than the required size we should write the required size and
-         * return D3DERR_MOREDATA. That's not actually true. */
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    memcpy(byte_code, shader->function, shader->functionLength);
-
-    return WINED3D_OK;
-}
-
-/* Set local constants for d3d8 shaders. */
-HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
-        UINT start_idx, const float *src_data, UINT count)
-{
-    UINT end_idx = start_idx + count;
-    UINT i;
-
-    TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
-
-    if (end_idx > shader->limits->constant_float)
-    {
-        WARN("end_idx %u > float constants limit %u.\n",
-                end_idx, shader->limits->constant_float);
-        end_idx = shader->limits->constant_float;
-    }
-
-    for (i = start_idx; i < end_idx; ++i)
-    {
-        struct wined3d_shader_lconst *lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(*lconst));
-        float *value;
-        if (!lconst)
-            return E_OUTOFMEMORY;
-
-        lconst->idx = i;
-        value = (float *)lconst->value;
-        memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
-        list_add_head(&shader->constantsF, &lconst->entry);
-
-        if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
-                || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
-        {
-            shader->lconst_inf_or_nan = TRUE;
-        }
-    }
-
-    return WINED3D_OK;
-}
-
-void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
-        WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_d3d_info *d3d_info)
-{
-    args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
-            == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
-    args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
-            && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
-    args->point_size = state->gl_primitive_type == GL_POINTS;
-    args->per_vertex_point_size = shader->reg_maps.point_size;
-    args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_HULL] ? WINED3D_SHADER_TYPE_HULL
-            : state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY
-            : WINED3D_SHADER_TYPE_PIXEL;
-    if (shader->reg_maps.shader_version.major >= 4)
-        args->next_shader_input_count = state->shader[WINED3D_SHADER_TYPE_HULL]
-                ? state->shader[WINED3D_SHADER_TYPE_HULL]->limits->packed_input
-                : state->shader[WINED3D_SHADER_TYPE_GEOMETRY]
-                ? state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input
-                : state->shader[WINED3D_SHADER_TYPE_PIXEL]
-                ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : 0;
-    else
-        args->next_shader_input_count = 0;
-    args->swizzle_map = swizzle_map;
-    if (d3d_info->emulated_flatshading)
-        args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
-    else
-        args->flatshading = 0;
-}
-
-static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
-{
-    if (usage_idx1 != usage_idx2)
-        return FALSE;
-    if (usage1 == usage2)
-        return TRUE;
-    if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
-        return TRUE;
-    if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
-        return TRUE;
-
-    return FALSE;
-}
-
-BOOL vshader_get_input(const struct wined3d_shader *shader,
-        BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
-{
-    WORD map = shader->reg_maps.input_registers;
-    unsigned int i;
-
-    for (i = 0; map; map >>= 1, ++i)
-    {
-        if (!(map & 1)) continue;
-
-        if (match_usage(shader->u.vs.attributes[i].usage,
-                shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
-        {
-            *regnum = i;
-            return TRUE;
-        }
-    }
-    return FALSE;
-}
-
-static HRESULT shader_signature_calculate_strings_length(const struct wined3d_shader_signature *signature,
-        SIZE_T *total)
-{
-    struct wined3d_shader_signature_element *e;
-    unsigned int i;
-    SIZE_T len;
-
-    for (i = 0; i < signature->element_count; ++i)
-    {
-        e = &signature->elements[i];
-        len = strlen(e->semantic_name);
-        if (len >= ~(SIZE_T)0 - *total)
-            return E_OUTOFMEMORY;
-
-        *total += len + 1;
-    }
-    return WINED3D_OK;
-}
-
-static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
-        const struct wined3d_shader_signature *src, char **signature_strings)
-{
-    struct wined3d_shader_signature_element *e;
-    unsigned int i;
-    SIZE_T len;
-    char *ptr;
-
-    if (!src->element_count)
-        return WINED3D_OK;
-
-    ptr = *signature_strings;
-
-    dst->element_count = src->element_count;
-    if (!(dst->elements = wined3d_calloc(dst->element_count, sizeof(*dst->elements))))
-        return E_OUTOFMEMORY;
-
-    for (i = 0; i < src->element_count; ++i)
-    {
-        e = &src->elements[i];
-        dst->elements[i] = *e;
-
-        len = strlen(e->semantic_name);
-        memcpy(ptr, e->semantic_name, len + 1);
-        dst->elements[i].semantic_name = ptr;
-        ptr += len + 1;
-    }
-
-    *signature_strings = ptr;
-
-    return WINED3D_OK;
-}
-
-static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, DWORD float_const_count, enum wined3d_shader_type type,
-        void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    size_t byte_code_size;
-    SIZE_T total;
-    HRESULT hr;
-    char *ptr;
-
-    TRACE("byte_code %p, byte_code_size %#lx, format %#x, max_version %#x.\n",
-            desc->byte_code, (long)desc->byte_code_size, desc->format, desc->max_version);
-
-    if (!desc->byte_code)
-        return WINED3DERR_INVALIDCALL;
-
-    if (!(shader->frontend = shader_select_frontend(desc->format)))
-    {
-        FIXME("Unable to find frontend for shader.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    shader->ref = 1;
-    shader->device = device;
-    shader->parent = parent;
-    shader->parent_ops = parent_ops;
-
-    total = 0;
-    if (FAILED(hr = shader_signature_calculate_strings_length(&desc->input_signature, &total)))
-        return hr;
-    if (FAILED(hr = shader_signature_calculate_strings_length(&desc->output_signature, &total)))
-        return hr;
-    if (FAILED(hr = shader_signature_calculate_strings_length(&desc->patch_constant_signature, &total)))
-        return hr;
-    if (total && !(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total)))
-        return E_OUTOFMEMORY;
-    ptr = shader->signature_strings;
-
-    if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
-    {
-        HeapFree(GetProcessHeap(), 0, shader->signature_strings);
-        return hr;
-    }
-    if (FAILED(hr = shader_signature_copy(&shader->output_signature, &desc->output_signature, &ptr)))
-    {
-        HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
-        HeapFree(GetProcessHeap(), 0, shader->signature_strings);
-        return hr;
-    }
-    if (FAILED(hr = shader_signature_copy(&shader->patch_constant_signature, &desc->patch_constant_signature, &ptr)))
-    {
-        HeapFree(GetProcessHeap(), 0, shader->output_signature.elements);
-        HeapFree(GetProcessHeap(), 0, shader->input_signature.elements);
-        HeapFree(GetProcessHeap(), 0, shader->signature_strings);
-        return hr;
-    }
-
-    list_init(&shader->linked_programs);
-    list_init(&shader->constantsF);
-    list_init(&shader->constantsB);
-    list_init(&shader->constantsI);
-    shader->lconst_inf_or_nan = FALSE;
-    list_init(&shader->reg_maps.indexable_temps);
-    list_init(&shader->shader_list_entry);
-
-    byte_code_size = desc->byte_code_size;
-    if (byte_code_size == ~(size_t)0)
-    {
-        const struct wined3d_shader_frontend *fe = shader->frontend;
-        struct wined3d_shader_version shader_version;
-        struct wined3d_shader_instruction ins;
-        const DWORD *ptr;
-        void *fe_data;
-
-        if (!(fe_data = fe->shader_init(desc->byte_code, byte_code_size, &shader->output_signature)))
-        {
-            WARN("Failed to initialise frontend data.\n");
-            shader_cleanup(shader);
-            return WINED3DERR_INVALIDCALL;
-        }
-
-        fe->shader_read_header(fe_data, &ptr, &shader_version);
-        while (!fe->shader_is_end(fe_data, &ptr))
-            fe->shader_read_instruction(fe_data, &ptr, &ins);
-
-        fe->shader_free(fe_data);
-
-        byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
-    }
-
-    if (!(shader->function = HeapAlloc(GetProcessHeap(), 0, byte_code_size)))
-    {
-        shader_cleanup(shader);
-        return E_OUTOFMEMORY;
-    }
-    memcpy(shader->function, desc->byte_code, byte_code_size);
-    shader->functionLength = byte_code_size;
-
-    if (FAILED(hr = shader_set_function(shader, float_const_count, type, desc->max_version)))
-    {
-        WARN("Failed to set function, hr %#x.\n", hr);
-        shader_cleanup(shader);
-        return hr;
-    }
-
-    shader->load_local_constsF = shader->lconst_inf_or_nan;
-
-    wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader);
-
-    return hr;
-}
-
-static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
-    unsigned int i;
-    HRESULT hr;
-
-    if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.vs_uniform_count,
-            WINED3D_SHADER_TYPE_VERTEX, parent, parent_ops)))
-        return hr;
-
-    for (i = 0; i < shader->input_signature.element_count; ++i)
-    {
-        const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
-
-        if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
-            continue;
-
-        shader->u.vs.attributes[input->register_idx].usage =
-                shader_usage_from_semantic_name(input->semantic_name);
-        shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
-    }
-
-    if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
-        shader->load_local_constsF = TRUE;
-
-    return WINED3D_OK;
-}
-
-static HRESULT domain_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_DOMAIN, parent, parent_ops);
-}
-
-static HRESULT hull_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_HULL, parent, parent_ops);
-}
-
-static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc,
-        void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    struct wined3d_stream_output_element *elements = NULL;
-    HRESULT hr;
-
-    if (so_desc && !(elements = wined3d_calloc(so_desc->element_count, sizeof(*elements))))
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
-    {
-        HeapFree(GetProcessHeap(), 0, elements);
-        return hr;
-    }
-
-    if (so_desc)
-    {
-        shader->u.gs.so_desc = *so_desc;
-        shader->u.gs.so_desc.elements = elements;
-        memcpy(elements, so_desc->elements, so_desc->element_count * sizeof(*elements));
-    }
-
-    return WINED3D_OK;
-}
-
-void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
-        struct ds_compile_args *args, const struct wined3d_context *context)
-{
-    const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
-
-    args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
-    args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
-
-    args->output_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
-            state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->limits->packed_input :
-            state->shader[WINED3D_SHADER_TYPE_PIXEL] ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input
-            : shader->limits->packed_output;
-    args->next_shader_type = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? WINED3D_SHADER_TYPE_GEOMETRY
-            : WINED3D_SHADER_TYPE_PIXEL;
-
-    args->render_offscreen = context->render_offscreen;
-
-    args->padding = 0;
-}
-
-void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
-        struct gs_compile_args *args)
-{
-    args->output_count = state->shader[WINED3D_SHADER_TYPE_PIXEL]
-            ? state->shader[WINED3D_SHADER_TYPE_PIXEL]->limits->packed_input : shader->limits->packed_output;
-}
-
-void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
-        BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
-{
-    const struct wined3d_d3d_info *d3d_info = context->d3d_info;
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    const struct wined3d_texture *texture;
-    unsigned int i;
-
-    memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
-    if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
-    {
-        static unsigned int warned = 0;
-
-        args->srgb_correction = 1;
-        if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
-            WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
-                    "support, expect rendering artifacts.\n");
-    }
-
-    if (shader->reg_maps.shader_version.major == 1
-            && shader->reg_maps.shader_version.minor <= 3)
-    {
-        for (i = 0; i < shader->limits->sampler; ++i)
-        {
-            DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
-
-            if (flags & WINED3D_TTFF_PROJECTED)
-            {
-                DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
-
-                if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
-                {
-                    enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
-                    unsigned int j;
-                    unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
-                    DWORD max_valid = WINED3D_TTFF_COUNT4;
-
-                    for (j = 0; j < state->vertex_declaration->element_count; ++j)
-                    {
-                        struct wined3d_vertex_declaration_element *element =
-                                &state->vertex_declaration->elements[j];
-
-                        if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
-                                && element->usage_idx == index)
-                        {
-                            max_valid = element->format->component_count;
-                            break;
-                        }
-                    }
-                    if (!tex_transform || tex_transform > max_valid)
-                    {
-                        WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
-                                tex_transform, max_valid);
-                        tex_transform = max_valid;
-                    }
-                    if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
-                            || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
-                            && tex_transform > WINED3D_TTFF_COUNT2)
-                            || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
-                            && tex_transform > WINED3D_TTFF_COUNT3))
-                        tex_transform |= WINED3D_PSARGS_PROJECTED;
-                    else
-                    {
-                        WARN("Application requested projected texture with unsuitable texture coordinates.\n");
-                        WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
-                                i, tex_transform, resource_type);
-                    }
-                }
-                else
-                    tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
-
-                args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
-            }
-        }
-    }
-    if (shader->reg_maps.shader_version.major == 1
-            && shader->reg_maps.shader_version.minor <= 4)
-    {
-        for (i = 0; i < shader->limits->sampler; ++i)
-        {
-            const struct wined3d_texture *texture = state->textures[i];
-
-            if (!shader->reg_maps.resource_info[i].type)
-                continue;
-
-            /* Treat unbound textures as 2D. The dummy texture will provide
-             * the proper sample value. The tex_types bitmap defaults to
-             * 2D because of the memset. */
-            if (!texture)
-                continue;
-
-            switch (texture->target)
-            {
-                /* RECT textures are distinguished from 2D textures via np2_fixup */
-                case GL_TEXTURE_RECTANGLE_ARB:
-                case GL_TEXTURE_2D:
-                    break;
-
-                case GL_TEXTURE_3D:
-                    args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
-                    break;
-
-                case GL_TEXTURE_CUBE_MAP_ARB:
-                    args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
-                    break;
-            }
-        }
-    }
-
-    if (shader->reg_maps.shader_version.major >= 4)
-    {
-        /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
-        args->shadow = 0;
-        for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
-            args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
-        args->np2_fixup = 0;
-    }
-    else
-    {
-        for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
-        {
-            if (!shader->reg_maps.resource_info[i].type)
-                continue;
-
-            texture = state->textures[i];
-            if (!texture)
-            {
-                args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
-                continue;
-            }
-            if (can_use_texture_swizzle(gl_info, texture->resource.format))
-                args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
-            else
-                args->color_fixup[i] = texture->resource.format->color_fixup;
-
-            if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
-                args->shadow |= 1u << i;
-
-            /* Flag samplers that need NP2 texcoord fixup. */
-            if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
-                args->np2_fixup |= (1u << i);
-        }
-    }
-
-    if (shader->reg_maps.shader_version.major >= 3)
-    {
-        if (position_transformed)
-            args->vp_mode = pretransformed;
-        else if (use_vs(state))
-            args->vp_mode = vertexshader;
-        else
-            args->vp_mode = fixedfunction;
-        args->fog = WINED3D_FFP_PS_FOG_OFF;
-    }
-    else
-    {
-        args->vp_mode = vertexshader;
-        if (state->render_states[WINED3D_RS_FOGENABLE])
-        {
-            switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
-            {
-                case WINED3D_FOG_NONE:
-                    if (position_transformed || use_vs(state))
-                    {
-                        args->fog = WINED3D_FFP_PS_FOG_LINEAR;
-                        break;
-                    }
-
-                    switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
-                    {
-                        case WINED3D_FOG_NONE: /* Fall through. */
-                        case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
-                        case WINED3D_FOG_EXP:    args->fog = WINED3D_FFP_PS_FOG_EXP;    break;
-                        case WINED3D_FOG_EXP2:   args->fog = WINED3D_FFP_PS_FOG_EXP2;   break;
-                    }
-                    break;
-
-                case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
-                case WINED3D_FOG_EXP:    args->fog = WINED3D_FFP_PS_FOG_EXP;    break;
-                case WINED3D_FOG_EXP2:   args->fog = WINED3D_FFP_PS_FOG_EXP2;   break;
-            }
-        }
-        else
-        {
-            args->fog = WINED3D_FFP_PS_FOG_OFF;
-        }
-    }
-
-    if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
-    {
-        const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
-
-        args->texcoords_initialized = 0;
-        for (i = 0; i < MAX_TEXTURES; ++i)
-        {
-            if (vs)
-            {
-                if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
-                    args->texcoords_initialized |= 1u << i;
-            }
-            else
-            {
-                const struct wined3d_stream_info *si = &context->stream_info;
-                unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
-
-                if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
-                        & WINED3D_FFP_TCI_MASK
-                        || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
-                    args->texcoords_initialized |= 1u << i;
-            }
-        }
-    }
-    else
-    {
-        args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
-    }
-
-    args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
-            && state->gl_primitive_type == GL_POINTS;
-
-    if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
-        args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
-    else
-        args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
-                ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
-                : WINED3D_CMP_ALWAYS) - 1;
-
-    if (d3d_info->emulated_flatshading)
-        args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
-
-    args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
-            ? context->render_offscreen : 0;
-
-    args->dual_source_blend = wined3d_dualblend_enabled(state, gl_info);
-}
-
-static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
-    unsigned int i, highest_reg_used = 0, num_regs_used = 0;
-    HRESULT hr;
-
-    if (FAILED(hr = shader_init(shader, device, desc, device->adapter->d3d_info.limits.ps_uniform_count,
-            WINED3D_SHADER_TYPE_PIXEL, parent, parent_ops)))
-        return hr;
-
-    for (i = 0; i < MAX_REG_INPUT; ++i)
-    {
-        if (shader->u.ps.input_reg_used & (1u << i))
-        {
-            ++num_regs_used;
-            highest_reg_used = i;
-        }
-    }
-
-    /* Don't do any register mapping magic if it is not needed, or if we can't
-     * achieve anything anyway */
-    if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
-            || num_regs_used > (gl_info->limits.glsl_varyings / 4)
-            || shader->reg_maps.shader_version.major >= 4)
-    {
-        if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
-        {
-            /* This happens with relative addressing. The input mapper function
-             * warns about this if the higher registers are declared too, so
-             * don't write a FIXME here */
-            WARN("More varying registers used than supported\n");
-        }
-
-        for (i = 0; i < MAX_REG_INPUT; ++i)
-        {
-            shader->u.ps.input_reg_map[i] = i;
-        }
-
-        shader->u.ps.declared_in_count = highest_reg_used + 1;
-    }
-    else
-    {
-        shader->u.ps.declared_in_count = 0;
-        for (i = 0; i < MAX_REG_INPUT; ++i)
-        {
-            if (shader->u.ps.input_reg_used & (1u << i))
-                shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
-            else shader->u.ps.input_reg_map[i] = ~0U;
-        }
-    }
-
-    return WINED3D_OK;
-}
-
-void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
-{
-    struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
-    struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
-    unsigned int i;
-
-    if (reg_maps->shader_version.major != 1) return;
-
-    for (i = 0; i < shader->limits->sampler; ++i)
-    {
-        /* We don't sample from this sampler. */
-        if (!resource_info[i].type)
-            continue;
-
-        switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
-        {
-            case WINED3D_SHADER_TEX_2D:
-                resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
-                break;
-
-            case WINED3D_SHADER_TEX_3D:
-                resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
-                break;
-
-            case WINED3D_SHADER_TEX_CUBE:
-                resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
-                break;
-        }
-    }
-}
-
-static HRESULT compute_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
-        const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    return shader_init(shader, device, desc, 0, WINED3D_SHADER_TYPE_COMPUTE, parent, parent_ops);
-}
-
-HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
-        void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
-{
-    struct wined3d_shader *object;
-    HRESULT hr;
-
-    TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
-            device, desc, parent, parent_ops, shader);
-
-    if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = compute_shader_init(object, device, desc, parent, parent_ops)))
-    {
-        WARN("Failed to initialize compute shader, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    TRACE("Created compute shader %p.\n", object);
-    *shader = object;
-
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
-        void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
-{
-    struct wined3d_shader *object;
-    HRESULT hr;
-
-    TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
-            device, desc, parent, parent_ops, shader);
-
-    if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = domain_shader_init(object, device, desc, parent, parent_ops)))
-    {
-        WARN("Failed to initialize domain shader, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    TRACE("Created domain shader %p.\n", object);
-    *shader = object;
-
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
-        const struct wined3d_stream_output_desc *so_desc, void *parent,
-        const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
-{
-    struct wined3d_shader *object;
-    HRESULT hr;
-
-    TRACE("device %p, desc %p, so_desc %p, parent %p, parent_ops %p, shader %p.\n",
-            device, desc, so_desc, parent, parent_ops, shader);
-
-    if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = geometry_shader_init(object, device, desc, so_desc, parent, parent_ops)))
-    {
-        WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    TRACE("Created geometry shader %p.\n", object);
-    *shader = object;
-
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
-        void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
-{
-    struct wined3d_shader *object;
-    HRESULT hr;
-
-    TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
-            device, desc, parent, parent_ops, shader);
-
-    if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = hull_shader_init(object, device, desc, parent, parent_ops)))
-    {
-        WARN("Failed to initialize hull shader, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    TRACE("Created hull shader %p.\n", object);
-    *shader = object;
-
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
-        void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
-{
-    struct wined3d_shader *object;
-    HRESULT hr;
-
-    TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
-            device, desc, parent, parent_ops, shader);
-
-    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
-    if (!object)
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
-    {
-        WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    TRACE("Created pixel shader %p.\n", object);
-    *shader = object;
-
-    return WINED3D_OK;
-}
-
-HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
-        void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
-{
-    struct wined3d_shader *object;
-    HRESULT hr;
-
-    TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
-            device, desc, parent, parent_ops, shader);
-
-    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
-    if (!object)
-        return E_OUTOFMEMORY;
-
-    if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
-    {
-        WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    TRACE("Created vertex shader %p.\n", object);
-    *shader = object;
-
-    return WINED3D_OK;
-}