[D3D8][D3D9][DDRAW][WINED3D] Sync with Wine Staging 2.9. This work couldn't have...
[reactos.git] / reactos / dll / directx / wine / wined3d / shader.c
index efbfda6..1545d28 100644 (file)
@@ -33,148 +33,243 @@ 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_BEM                           */ "bem",
-    /* WINED3DSIH_BREAK                         */ "break",
-    /* WINED3DSIH_BREAKC                        */ "breakc",
-    /* WINED3DSIH_BREAKP                        */ "breakp",
-    /* WINED3DSIH_CALL                          */ "call",
-    /* WINED3DSIH_CALLNZ                        */ "callnz",
-    /* WINED3DSIH_CMP                           */ "cmp",
-    /* WINED3DSIH_CND                           */ "cnd",
-    /* WINED3DSIH_CRS                           */ "crs",
-    /* WINED3DSIH_CUT                           */ "cut",
-    /* WINED3DSIH_DCL                           */ "dcl",
-    /* WINED3DSIH_DCL_CONSTANT_BUFFER           */ "dcl_constantBuffer",
-    /* WINED3DSIH_DCL_GLOBAL_FLAGS              */ "dcl_globalFlags",
-    /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ "dcl_immediateConstantBuffer",
-    /* WINED3DSIH_DCL_INPUT                     */ "dcl_input",
-    /* 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_OUTPUT                    */ "dcl_output",
-    /* WINED3DSIH_DCL_OUTPUT_SIV                */ "dcl_output_siv",
-    /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY           */ "dcl_outputTopology",
-    /* WINED3DSIH_DCL_SAMPLER                   */ "dcl_sampler",
-    /* WINED3DSIH_DCL_TEMPS                     */ "dcl_temps",
-    /* WINED3DSIH_DCL_VERTICES_OUT              */ "dcl_maxOutputVertexCount",
-    /* WINED3DSIH_DEF                           */ "def",
-    /* 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_DSY                           */ "dsy",
-    /* WINED3DSIH_ELSE                          */ "else",
-    /* WINED3DSIH_EMIT                          */ "emit",
-    /* WINED3DSIH_ENDIF                         */ "endif",
-    /* WINED3DSIH_ENDLOOP                       */ "endloop",
-    /* WINED3DSIH_ENDREP                        */ "endrep",
-    /* WINED3DSIH_EQ                            */ "eq",
-    /* WINED3DSIH_EXP                           */ "exp",
-    /* WINED3DSIH_EXPP                          */ "expp",
-    /* WINED3DSIH_FRC                           */ "frc",
-    /* WINED3DSIH_FTOI                          */ "ftoi",
-    /* WINED3DSIH_FTOU                          */ "ftou",
-    /* WINED3DSIH_GE                            */ "ge",
-    /* WINED3DSIH_IADD                          */ "iadd",
-    /* 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_IMUL                          */ "imul",
-    /* WINED3DSIH_INE                           */ "ine",
-    /* WINED3DSIH_INEG                          */ "ineg",
-    /* WINED3DSIH_ISHL                          */ "ishl",
-    /* WINED3DSIH_ITOF                          */ "itof",
-    /* WINED3DSIH_LABEL                         */ "label",
-    /* WINED3DSIH_LD                            */ "ld",
-    /* WINED3DSIH_LIT                           */ "lit",
-    /* 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_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_LOD                    */ "sample_l",
-    /* WINED3DSIH_SETP                          */ "setp",
-    /* WINED3DSIH_SGE                           */ "sge",
-    /* WINED3DSIH_SGN                           */ "sgn",
-    /* WINED3DSIH_SINCOS                        */ "sincos",
-    /* WINED3DSIH_SLT                           */ "slt",
-    /* WINED3DSIH_SQRT                          */ "sqrt",
-    /* WINED3DSIH_SUB                           */ "sub",
-    /* 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_UDIV                          */ "udiv",
-    /* WINED3DSIH_UGE                           */ "uge",
-    /* WINED3DSIH_USHR                          */ "ushr",
-    /* WINED3DSIH_UTOF                          */ "utof",
-    /* WINED3DSIH_XOR                           */ "xor",
+    /* 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[] =
@@ -197,16 +292,33 @@ static const char * const semantic_names[] =
 
 static const struct
 {
-    enum wined3d_sysval_semantic sysval_semantic;
+    enum wined3d_shader_input_sysval_semantic sysval_semantic;
     const char *sysval_name;
 }
-sysval_semantic_names[] =
+shader_input_sysval_semantic_names[] =
 {
-    {WINED3D_SV_POSITION,    "SV_Position"},
-    {WINED3D_SV_INSTANCEID,  "SV_InstanceID"},
-    {WINED3D_SV_PRIMITIVEID, "SV_PrimitiveID"},
-    {WINED3D_SV_ISFRONTFACE, "SV_IsFrontFace"},
-    {WINED3D_SV_SAMPLEINDEX, "SV_SampleIndex"},
+    {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,
@@ -214,7 +326,7 @@ static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
 
 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
 {
-    if (handler_idx >= sizeof(shader_opcode_names) / sizeof(*shader_opcode_names))
+    if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
         return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
 
     return shader_opcode_names[handler_idx];
@@ -222,7 +334,7 @@ const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HA
 
 static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
 {
-    if (usage >= sizeof(semantic_names) / sizeof(*semantic_names))
+    if (usage >= ARRAY_SIZE(semantic_names))
     {
         FIXME("Unrecognized usage %#x.\n", usage);
         return "UNRECOGNIZED";
@@ -235,14 +347,26 @@ static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
 {
     unsigned int i;
 
-    for (i = 0; i < sizeof(semantic_names) / sizeof(*semantic_names); ++i)
+    for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
     {
-        if (!strcmp(name, semantic_names[i])) return 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));
@@ -253,8 +377,9 @@ static void shader_signature_from_semantic(struct wined3d_shader_signature_eleme
 {
     e->semantic_name = shader_semantic_name_from_usage(s->usage);
     e->semantic_idx = s->usage_idx;
-    e->sysval_semantic = 0;
-    e->component_type = 0;
+    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;
 }
@@ -264,27 +389,25 @@ static void shader_signature_from_usage(struct wined3d_shader_signature_element
 {
     e->semantic_name = shader_semantic_name_from_usage(usage);
     e->semantic_idx = usage_idx;
-    e->sysval_semantic = 0;
-    e->component_type = 0;
+    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(DWORD version_token)
+static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
 {
-    switch (version_token >> 16)
+    switch (format)
     {
-        case WINED3D_SM1_VS:
-        case WINED3D_SM1_PS:
+        case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
             return &sm1_shader_frontend;
 
-        case WINED3D_SM4_PS:
-        case WINED3D_SM4_VS:
-        case WINED3D_SM4_GS:
+        case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
             return &sm4_shader_frontend;
 
         default:
-            FIXME("Unrecognised version token %#x\n", version_token);
+            WARN("Invalid byte code format %#x specified.\n", format);
             return NULL;
     }
 }
@@ -372,8 +495,7 @@ struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_lis
         if (!buffer || !string_buffer_init(buffer))
         {
             ERR("Couldn't allocate buffer for temporary string.\n");
-            if (buffer)
-                HeapFree(GetProcessHeap(), 0, buffer);
+            HeapFree(GetProcessHeap(), 0, buffer);
             return NULL;
         }
     }
@@ -480,14 +602,24 @@ static void shader_set_limits(struct wined3d_shader *shader)
          * 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(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32,  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(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
+        {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
         {0}
     },
     ps_limits[] =
@@ -497,9 +629,14 @@ static void shader_set_limits(struct wined3d_shader *shader)
         {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, 12}},
+        {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,
@@ -514,12 +651,21 @@ static void shader_set_limits(struct wined3d_shader *shader)
         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)
@@ -567,21 +713,14 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
         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)
-                {
-                    /* 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 */
-                    unsigned int i;
-                    for (i = 0; i < MAX_REG_INPUT; ++i)
-                    {
-                        shader->u.ps.input_reg_used[i] = TRUE;
-                    }
-                }
+                    shader->u.ps.input_reg_used = ~0u;
                 else
-                {
-                    shader->u.ps.input_reg_used[reg->idx[0].offset] = TRUE;
-                }
+                    shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
             }
             else
                 reg_maps->input_registers |= 1u << reg->idx[0].offset;
@@ -655,6 +794,10 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
             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);
@@ -680,7 +823,7 @@ static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
 
     if (!map->size)
     {
-        if (!(entries = HeapAlloc(GetProcessHeap(), 0, sizeof(*entries) * 4)))
+        if (!(entries = wined3d_calloc(4, sizeof(*entries))))
         {
             ERR("Failed to allocate sampler map entries.\n");
             return;
@@ -728,32 +871,118 @@ static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HAN
     }
 }
 
+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, const DWORD *byte_code, DWORD constf_size)
+        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;
-    void *fe_data = shader->frontend_data;
     struct wined3d_shader_version shader_version;
-    const DWORD *ptr = byte_code;
+    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);
 
-    reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
-            sizeof(*reg_maps->constf) * ((min(shader->limits->constant_float, constf_size) + 31) / 32));
-    if (!reg_maps->constf)
+    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;
@@ -763,18 +992,20 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
     {
         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)
         {
-            TRACE("Skipping unrecognized instruction.\n");
-            continue;
+            WARN("Encountered unrecognised or invalid instruction.\n");
+            return WINED3DERR_INVALIDCALL;
         }
 
         /* Handle declarations. */
-        if (ins.handler_idx == WINED3DSIH_DCL)
+        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;
@@ -822,6 +1053,18 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
                     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;
@@ -835,27 +1078,181 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
             else
                 reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
         }
+        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;
+                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_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;
+                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)
         {
@@ -872,7 +1269,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
             if (!lconst) return E_OUTOFMEMORY;
 
             lconst->idx = ins.dst[0].reg.idx[0].offset;
-            memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
+            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] */
@@ -902,7 +1299,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
             if (!lconst) return E_OUTOFMEMORY;
 
             lconst->idx = ins.dst[0].reg.idx[0].offset;
-            memcpy(lconst->value, ins.src[0].reg.immconst_data, 4 * sizeof(DWORD));
+            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);
@@ -913,11 +1310,19 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
             if (!lconst) return E_OUTOFMEMORY;
 
             lconst->idx = ins.dst[0].reg.idx[0].offset;
-            memcpy(lconst->value, ins.src[0].reg.immconst_data, sizeof(DWORD));
+            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)
         {
@@ -991,12 +1396,22 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
                             }
                             break;
 
-                        case WINED3DSPR_TEXCRDOUT:
+                        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))
                             {
@@ -1060,6 +1475,12 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
                 {
                     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;
@@ -1082,9 +1503,57 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
                 }
             }
 
-            if (ins.handler_idx == WINED3DSIH_NRM) reg_maps->usesnrm = 1;
-            else if (ins.handler_idx == WINED3DSIH_DSY) reg_maps->usesdsy = 1;
-            else if (ins.handler_idx == WINED3DSIH_DSX) reg_maps->usesdsx = 1;
+            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;
@@ -1103,8 +1572,11 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
             {
                 --cur_loop_depth;
             }
-            else if (ins.handler_idx == WINED3DSIH_SAMPLE
+            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)
@@ -1112,12 +1584,30 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
                 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_RESINFO)
+                    || (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,
@@ -1152,24 +1642,34 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
                 }
             }
         }
+
+        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);
 
-    shader->functionLength = ((const char *)ptr - (const char *)byte_code);
-
     if (input_signature->elements)
     {
         for (i = 0; i < input_signature->element_count; ++i)
         {
             reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
-            if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL
-                    && input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
-                reg_maps->vpos = 1;
+            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;
+            }
         }
     }
     else if (!input_signature->elements && reg_maps->input_registers)
@@ -1178,7 +1678,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
         struct wined3d_shader_signature_element *e;
         unsigned int i;
 
-        if (!(input_signature->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*input_signature->elements) * count)))
+        if (!(input_signature->elements = wined3d_calloc(count, sizeof(*input_signature->elements))))
             return E_OUTOFMEMORY;
         input_signature->element_count = count;
 
@@ -1204,7 +1704,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
         unsigned int count = wined3d_popcount(reg_maps->output_registers);
         struct wined3d_shader_signature_element *e;
 
-        if (!(output_signature->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*output_signature->elements) * count)))
+        if (!(output_signature->elements = wined3d_calloc(count, sizeof(*output_signature->elements))))
             return E_OUTOFMEMORY;
         output_signature->element_count = count;
 
@@ -1220,6 +1720,20 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
     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;
@@ -1249,24 +1763,126 @@ static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD
         shader_addline(buffer, "unknown_flags(%#x)", global_flags);
 }
 
-static void shader_dump_sysval_semantic(struct wined3d_string_buffer *buffer, enum wined3d_sysval_semantic semantic)
+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(sysval_semantic_names); ++i)
+    for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
     {
-        if (sysval_semantic_names[i].sysval_semantic == semantic)
+        if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
         {
-            shader_addline(buffer, "%s", sysval_semantic_names[i].sysval_name);
+            shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
             return;
         }
     }
 
-    shader_addline(buffer, "unknown_sysval_semantic(%#x)", semantic);
+    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, const struct wined3d_shader_version *shader_version)
+        const struct wined3d_shader_semantic *semantic, unsigned int flags,
+        const struct wined3d_shader_version *shader_version)
 {
     shader_addline(buffer, "dcl");
 
@@ -1291,9 +1907,12 @@ static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
                 break;
         }
     }
-    else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
+    else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
     {
-        shader_addline(buffer, "_resource_");
+        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:
@@ -1332,10 +1951,16 @@ static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
                 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:
@@ -1434,7 +2059,7 @@ static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
 
             default:
                 shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
-                FIXME("unknown_semantics(0x%08x)", semantic->usage);
+                FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
         }
     }
 }
@@ -1553,29 +2178,109 @@ static void shader_dump_register(struct wined3d_string_buffer *buffer,
             shader_addline(buffer, "t");
             break;
 
-        default:
-            shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
+        case WINED3DSPR_UAV:
+            shader_addline(buffer, "u");
             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->immconst_data);
+        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->immconst_data[0]);
+                        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->immconst_data[0]);
+                        shader_addline(buffer, "%u", reg->u.immconst_data[0]);
                         break;
                     default:
                         shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
@@ -1588,20 +2293,20 @@ static void shader_dump_register(struct wined3d_string_buffer *buffer,
                 {
                     case WINED3D_DATA_FLOAT:
                         shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
-                                *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
-                                *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
+                                *(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->immconst_data[0], reg->immconst_data[1],
-                                reg->immconst_data[2], reg->immconst_data[3]);
+                                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->immconst_data[0], reg->immconst_data[1],
-                                reg->immconst_data[2], reg->immconst_data[3]);
+                                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);
@@ -1640,6 +2345,9 @@ static void shader_dump_register(struct wined3d_string_buffer *buffer,
                 shader_addline(buffer, "%u]", reg->idx[1].offset);
             }
         }
+
+        if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
+            shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
     }
 }
 
@@ -1729,38 +2437,41 @@ static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
     }
 }
 
-/* Shared code in order to generate the bulk of the shader string.
- * NOTE: A description of how to parse tokens can be found on MSDN. */
-void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
-        const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
+/* 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_loop_state loop_state;
+    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 = byte_code;
+    const DWORD *ptr;
 
     /* Initialize current parsing state. */
     tex_mx.current_row = 0;
-    loop_state.current_depth = 0;
-    loop_state.current_reg = 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.loop_state = &loop_state;
+    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))
+    while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
     {
         /* Read opcode. */
         fe->shader_read_instruction(fe_data, &ptr, &ins);
@@ -1768,8 +2479,8 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
         /* Unknown opcode and its parameters. */
         if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
         {
-            TRACE("Skipping unrecognized instruction.\n");
-            continue;
+            WARN("Encountered unrecognised or invalid instruction.\n");
+            return WINED3DERR_INVALIDCALL;
         }
 
         if (ins.predicate)
@@ -1778,6 +2489,8 @@ void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_st
         /* 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,
@@ -1802,13 +2515,13 @@ static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
     if (mmask & WINED3DSPDM_MSAMPCENTROID)    shader_addline(buffer, "_centroid");
 
     mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
-    if (mmask) FIXME("_unrecognized_modifier(%#x)", mmask);
+    if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
 }
 
 static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
-        enum wined3d_primitive_type primitive_type)
+        const struct wined3d_shader_primitive_type *primitive_type)
 {
-    switch (primitive_type)
+    switch (primitive_type->type)
     {
         case WINED3D_PT_UNDEFINED:
             shader_addline(buffer, "undefined");
@@ -1843,8 +2556,11 @@ static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
         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);
+            shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
             break;
     }
 }
@@ -1881,13 +2597,13 @@ static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
     }
 }
 
-static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *byte_code)
+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 DWORD *ptr = byte_code;
     const char *type_prefix;
     const char *p, *q;
+    const DWORD *ptr;
     DWORD i;
 
     if (!string_buffer_init(&buffer))
@@ -1896,16 +2612,24 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
         return;
     }
 
-    TRACE("Parsing %p.\n", byte_code);
-
     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;
@@ -1914,6 +2638,10 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             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";
@@ -1934,9 +2662,9 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             continue;
         }
 
-        if (ins.handler_idx == WINED3DSIH_DCL)
+        if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
         {
-            shader_dump_decl_usage(&buffer, &ins.declaration.semantic, &shader_version);
+            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);
@@ -1948,15 +2676,30 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             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->element_count / 4; ++i)
+            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],
@@ -1966,6 +2709,19 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             }
             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]);
@@ -1981,7 +2737,7 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             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_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
+            shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
         }
         else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
         {
@@ -1990,7 +2746,7 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             shader_addline(&buffer, " ");
             shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
             shader_addline(&buffer, ", ");
-            shader_dump_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
+            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)
@@ -2002,7 +2758,24 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
                 || 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);
+            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)
         {
@@ -2012,31 +2785,86 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
                 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.immconst_data[0],
-                    *(const float *)&ins.src[0].reg.immconst_data[1],
-                    *(const float *)&ins.src[0].reg.immconst_data[2],
-                    *(const float *)&ins.src[0].reg.immconst_data[3]);
+                    *(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.immconst_data[0],
-                    ins.src[0].reg.immconst_data[1],
-                    ins.src[0].reg.immconst_data[2],
-                    ins.src[0].reg.immconst_data[3]);
+                    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.immconst_data[0] ? "true" : "false");
+                    ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
         }
         else
         {
@@ -2053,7 +2881,19 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
 
             shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
 
-            if (ins.handler_idx == WINED3DSIH_IFC
+            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)
@@ -2073,8 +2913,7 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
             {
                 shader_addline(&buffer, "p");
             }
-            else if (ins.handler_idx == WINED3DSIH_RESINFO
-                    && ins.flags)
+            else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
             {
                 switch (ins.flags)
                 {
@@ -2083,6 +2922,21 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
                     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)
             {
@@ -2113,18 +2967,25 @@ static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe
     string_buffer_free(&buffer);
 }
 
-#if defined(STAGING_CSMT)
-void shader_cleanup(struct wined3d_shader *shader)
-#else  /* STAGING_CSMT */
 static void shader_cleanup(struct wined3d_shader *shader)
-#endif /* STAGING_CSMT */
 {
+    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);
-    HeapFree(GetProcessHeap(), 0, shader->reg_maps.constf);
-    HeapFree(GetProcessHeap(), 0, shader->reg_maps.sampler_map.entries);
+    shader_cleanup_reg_maps(&shader->reg_maps);
     HeapFree(GetProcessHeap(), 0, shader->function);
     shader_delete_constant_list(&shader->constantsF);
     shader_delete_constant_list(&shader->constantsB);
@@ -2143,9 +3004,9 @@ struct shader_none_priv
 };
 
 static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
-static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
-        enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) {}
-static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
+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,
@@ -2176,7 +3037,10 @@ static void shader_none_disable(void *shader_priv, struct wined3d_context *conte
 
     context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
             | (1u << WINED3D_SHADER_TYPE_VERTEX)
-            | (1u << WINED3D_SHADER_TYPE_GEOMETRY);
+            | (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,
@@ -2234,8 +3098,11 @@ static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct s
 {
     /* 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;
@@ -2260,10 +3127,10 @@ static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
 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_select_depth_blt,
-    shader_none_deselect_depth_blt,
     shader_none_update_float_vertex_constants,
     shader_none_update_float_pixel_constants,
     shader_none_load_constants,
@@ -2278,8 +3145,7 @@ const struct wined3d_shader_backend_ops none_shader_backend =
     shader_none_has_ffp_proj_control,
 };
 
-static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code,
-        const struct wined3d_shader_signature *output_signature, DWORD float_const_count,
+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;
@@ -2288,23 +3154,12 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
     unsigned int backend_version;
     const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
 
-    TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u, type %#x, max_version %u.\n",
-            shader, byte_code, output_signature, float_const_count, type, max_version);
+    TRACE("shader %p, float_const_count %u, type %#x, max_version %u.\n",
+            shader, float_const_count, type, max_version);
 
-    list_init(&shader->constantsF);
-    list_init(&shader->constantsB);
-    list_init(&shader->constantsI);
-    shader->lconst_inf_or_nan = FALSE;
-
-    fe = shader_select_frontend(*byte_code);
-    if (!fe)
-    {
-        FIXME("Unable to find frontend for shader.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-    shader->frontend = fe;
-    shader->frontend_data = fe->shader_init(byte_code, output_signature);
-    if (!shader->frontend_data)
+    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;
@@ -2312,11 +3167,11 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
 
     /* First pass: trace shader. */
     if (TRACE_ON(d3d_shader))
-        shader_trace_init(fe, shader->frontend_data, byte_code);
+        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, byte_code, float_const_count)))
+            &shader->output_signature, float_const_count)))
         return hr;
 
     if (reg_maps->shader_version.type != type)
@@ -2334,14 +3189,23 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
         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");
+            FIXME("No backend version-checking for this shader type.\n");
             backend_version = 0;
     }
     if (reg_maps->shader_version.major > backend_version)
@@ -2351,11 +3215,6 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
         return WINED3DERR_INVALIDCALL;
     }
 
-    shader->function = HeapAlloc(GetProcessHeap(), 0, shader->functionLength);
-    if (!shader->function)
-        return E_OUTOFMEMORY;
-    memcpy(shader->function, byte_code, shader->functionLength);
-
     return WINED3D_OK;
 }
 
@@ -2368,6 +3227,22 @@ ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
     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);
@@ -2376,16 +3251,8 @@ ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
 
     if (!refcount)
     {
-#if defined(STAGING_CSMT)
-        const struct wined3d_device *device = shader->device;
-
         shader->parent_ops->wined3d_object_destroyed(shader->parent);
-        wined3d_cs_emit_shader_cleanup(device->cs, shader);
-#else  /* STAGING_CSMT */
-        shader_cleanup(shader);
-        shader->parent_ops->wined3d_object_destroyed(shader->parent);
-        HeapFree(GetProcessHeap(), 0, shader);
-#endif /* STAGING_CSMT */
+        wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
     }
 
     return refcount;
@@ -2469,11 +3336,23 @@ void find_vs_compile_args(const struct wined3d_state *state, const struct wined3
             && 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 = FALSE;
+        args->flatshading = 0;
 }
 
 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
@@ -2510,6 +3389,25 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
     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)
 {
@@ -2518,10 +3416,13 @@ static HRESULT shader_signature_copy(struct wined3d_shader_signature *dst,
     SIZE_T len;
     char *ptr;
 
+    if (!src->element_count)
+        return WINED3D_OK;
+
     ptr = *signature_strings;
 
     dst->element_count = src->element_count;
-    if (!(dst->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst->elements) * dst->element_count)))
+    if (!(dst->elements = wined3d_calloc(dst->element_count, sizeof(*dst->elements))))
         return E_OUTOFMEMORY;
 
     for (i = 0; i < src->element_count; ++i)
@@ -2544,77 +3445,114 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_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)
 {
-    struct wined3d_shader_signature_element *e;
-    SIZE_T total, len;
-    unsigned int i;
+    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 (desc->input_signature)
-    {
-        for (i = 0; i < desc->input_signature->element_count; ++i)
-        {
-            e = &desc->input_signature->elements[i];
-            len = strlen(e->semantic_name);
-            if (len >= ~(SIZE_T)0 - total)
-                return E_OUTOFMEMORY;
-
-            total += len + 1;
-        }
-    }
-    if (desc->output_signature)
-    {
-        for (i = 0; i < desc->output_signature->element_count; ++i)
-        {
-            e = &desc->output_signature->elements[i];
-            len = strlen(e->semantic_name);
-            if (len >= ~(SIZE_T)0 - total)
-                return E_OUTOFMEMORY;
-
-            total += len + 1;
-        }
-    }
-    if (!(shader->signature_strings = HeapAlloc(GetProcessHeap(), 0, total)))
+    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 (desc->input_signature && FAILED(hr = shader_signature_copy(&shader->input_signature,
-            desc->input_signature, &ptr)))
+    if (FAILED(hr = shader_signature_copy(&shader->input_signature, &desc->input_signature, &ptr)))
     {
         HeapFree(GetProcessHeap(), 0, shader->signature_strings);
         return hr;
     }
-    if (desc->output_signature && FAILED(hr = shader_signature_copy(&shader->output_signature,
-            desc->output_signature, &ptr)))
+    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_add_head(&device->shaders, &shader->shader_list_entry);
+    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);
 
-    if (FAILED(hr = shader_set_function(shader, desc->byte_code, desc->output_signature,
-            float_const_count, type, desc->max_version)))
+        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 vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
+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;
@@ -2637,40 +3575,87 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
         shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
     }
 
-    shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
-            shader->lconst_inf_or_nan;
+    if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
+        shader->load_local_constsF = TRUE;
 
     return WINED3D_OK;
 }
 
-static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
+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 (FAILED(hr = shader_init(shader, device, desc, 0,
-            WINED3D_SHADER_TYPE_GEOMETRY, parent, parent_ops)))
+    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;
+    }
 
-    shader->load_local_constsF = shader->lconst_inf_or_nan;
+    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_gl_info *gl_info = context->gl_info;
     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;
-    UINT i;
+    unsigned int i;
 
     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
-#if defined(STAGING_CSMT)
-    if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, &state->fb))
-#else  /* STAGING_CSMT */
     if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
-#endif /* STAGING_CSMT */
     {
         static unsigned int warned = 0;
 
@@ -2770,26 +3755,41 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
         }
     }
 
-    for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+    if (shader->reg_maps.shader_version.major >= 4)
     {
-        if (!shader->reg_maps.resource_info[i].type)
-            continue;
-
-        texture = state->textures[i];
-        if (!texture)
-        {
+        /* 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;
-            continue;
-        }
-        args->color_fixup[i] = texture->resource.format->color_fixup;
+        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;
+            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);
+            /* 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)
@@ -2866,11 +3866,21 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
     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;
 }
 
-static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
+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;
@@ -2883,7 +3893,7 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
 
     for (i = 0; i < MAX_REG_INPUT; ++i)
     {
-        if (shader->u.ps.input_reg_used[i])
+        if (shader->u.ps.input_reg_used & (1u << i))
         {
             ++num_regs_used;
             highest_reg_used = i;
@@ -2893,7 +3903,8 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
     /* 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))
+            || 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))
         {
@@ -2915,14 +3926,12 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
         shader->u.ps.declared_in_count = 0;
         for (i = 0; i < MAX_REG_INPUT; ++i)
         {
-            if (shader->u.ps.input_reg_used[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;
         }
     }
 
-    shader->load_local_constsF = shader->lconst_inf_or_nan;
-
     return WINED3D_OK;
 }
 
@@ -2957,7 +3966,13 @@ void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_t
     }
 }
 
-HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
+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;
@@ -2966,11 +3981,61 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const stru
     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)
+    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 = geometryshader_init(object, device, desc, parent, parent_ops)))
+    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);
@@ -2983,6 +4048,31 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const stru
     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)
 {
@@ -2996,7 +4086,7 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const stru
     if (!object)
         return E_OUTOFMEMORY;
 
-    if (FAILED(hr = pixelshader_init(object, device, desc, parent, parent_ops)))
+    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);
@@ -3022,7 +4112,7 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const stru
     if (!object)
         return E_OUTOFMEMORY;
 
-    if (FAILED(hr = vertexshader_init(object, device, desc, parent, parent_ops)))
+    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);