text: /*
   * Copyright 2002-2003 Jason Edmeades
   * Copyright 2002-2003 Raphael Junqueira
   * Copyright 2004 Christian Costa
   * Copyright 2005 Oliver Stieber
   * Copyright 2006 Ivan Gyurdiev
   * Copyright 2007-2008, 2013 Stefan Dösinger for CodeWeavers
   * Copyright 2009-2011 Henri Verbeet for CodeWeavers
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  #include "config.h"
  #include "wine/port.h"
  
  #include <stdio.h>
  #include <string.h>
  
  #include "wined3d_private.h"
  
  WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
  
  /* pow, mul_high, sub_high, mul_low */
  const float wined3d_srgb_const0[] = {0.41666f, 1.055f, 0.055f, 12.92f};
  /* cmp */
  const float wined3d_srgb_const1[] = {0.0031308f, 0.0f, 0.0f, 0.0f};
  
  static const char * const shader_opcode_names[] =
  {
      /* WINED3DSIH_ABS                              */ "abs",
      /* WINED3DSIH_ADD                              */ "add",
      /* WINED3DSIH_AND                              */ "and",
      /* WINED3DSIH_ATOMIC_AND                       */ "atomic_and",
      /* WINED3DSIH_ATOMIC_CMP_STORE                 */ "atomic_cmp_store",
      /* WINED3DSIH_ATOMIC_IADD                      */ "atomic_iadd",
      /* WINED3DSIH_ATOMIC_IMAX                      */ "atomic_imax",
      /* WINED3DSIH_ATOMIC_IMIN                      */ "atomic_imin",
      /* WINED3DSIH_ATOMIC_OR                        */ "atomic_or",
      /* WINED3DSIH_ATOMIC_UMAX                      */ "atomic_umax",
      /* WINED3DSIH_ATOMIC_UMIN                      */ "atomic_umin",
      /* WINED3DSIH_ATOMIC_XOR                       */ "atomic_xor",
      /* WINED3DSIH_BEM                              */ "bem",
      /* WINED3DSIH_BFI                              */ "bfi",
      /* WINED3DSIH_BFREV                            */ "bfrev",
      /* WINED3DSIH_BREAK                            */ "break",
      /* WINED3DSIH_BREAKC                           */ "breakc",
      /* WINED3DSIH_BREAKP                           */ "breakp",
      /* WINED3DSIH_BUFINFO                          */ "bufinfo",
      /* WINED3DSIH_CALL                             */ "call",
      /* WINED3DSIH_CALLNZ                           */ "callnz",
      /* WINED3DSIH_CASE                             */ "case",
      /* WINED3DSIH_CMP                              */ "cmp",
      /* WINED3DSIH_CND                              */ "cnd",
      /* WINED3DSIH_CONTINUE                         */ "continue",
      /* WINED3DSIH_CONTINUEP                        */ "continuec",
      /* WINED3DSIH_COUNTBITS                        */ "countbits",
      /* WINED3DSIH_CRS                              */ "crs",
      /* WINED3DSIH_CUT                              */ "cut",
      /* WINED3DSIH_CUT_STREAM                       */ "cut_stream",
      /* WINED3DSIH_DCL                              */ "dcl",
      /* WINED3DSIH_DCL_CONSTANT_BUFFER              */ "dcl_constantBuffer",
      /* WINED3DSIH_DCL_FUNCTION_BODY                */ "dcl_function_body",
      /* WINED3DSIH_DCL_FUNCTION_TABLE               */ "dcl_function_table",
      /* WINED3DSIH_DCL_GLOBAL_FLAGS                 */ "dcl_globalFlags",
      /* WINED3DSIH_DCL_GS_INSTANCES                 */ "dcl_gs_instances",
      /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ "dcl_hs_fork_phase_instance_count",
      /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ "dcl_hs_join_phase_instance_count",
      /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR            */ "dcl_hs_max_tessfactor",
      /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER    */ "dcl_immediateConstantBuffer",
      /* WINED3DSIH_DCL_INDEX_RANGE                  */ "dcl_index_range",
      /* WINED3DSIH_DCL_INDEXABLE_TEMP               */ "dcl_indexableTemp",
      /* WINED3DSIH_DCL_INPUT                        */ "dcl_input",
      /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT    */ "dcl_input_control_point_count",
      /* WINED3DSIH_DCL_INPUT_PRIMITIVE              */ "dcl_inputPrimitive",
      /* WINED3DSIH_DCL_INPUT_PS                     */ "dcl_input_ps",
      /* WINED3DSIH_DCL_INPUT_PS_SGV                 */ "dcl_input_ps_sgv",
      /* WINED3DSIH_DCL_INPUT_PS_SIV                 */ "dcl_input_ps_siv",
      /* WINED3DSIH_DCL_INPUT_SGV                    */ "dcl_input_sgv",
      /* WINED3DSIH_DCL_INPUT_SIV                    */ "dcl_input_siv",
      /* WINED3DSIH_DCL_INTERFACE                    */ "dcl_interface",
      /* WINED3DSIH_DCL_OUTPUT                       */ "dcl_output",
      /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT   */ "dcl_output_control_point_count",
      /* WINED3DSIH_DCL_OUTPUT_SIV                   */ "dcl_output_siv",
      /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY              */ "dcl_outputTopology",
      /* WINED3DSIH_DCL_RESOURCE_RAW                 */ "dcl_resource_raw",
      /* WINED3DSIH_DCL_RESOURCE_STRUCTURED          */ "dcl_resource_structured",
      /* WINED3DSIH_DCL_SAMPLER                      */ "dcl_sampler",
      /* WINED3DSIH_DCL_STREAM                       */ "dcl_stream",
      /* WINED3DSIH_DCL_TEMPS                        */ "dcl_temps",
      /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN           */ "dcl_tessellator_domain",
      /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ "dcl_tessellator_output_primitive",
      /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING     */ "dcl_tessellator_partitioning",
      /* WINED3DSIH_DCL_TGSM_RAW                     */ "dcl_tgsm_raw",
      /* WINED3DSIH_DCL_TGSM_STRUCTURED              */ "dcl_tgsm_structured",
      /* WINED3DSIH_DCL_THREAD_GROUP                 */ "dcl_thread_group",
      /* WINED3DSIH_DCL_UAV_RAW                      */ "dcl_uav_raw",
      /* WINED3DSIH_DCL_UAV_STRUCTURED               */ "dcl_uav_structured",
      /* WINED3DSIH_DCL_UAV_TYPED                    */ "dcl_uav_typed",
      /* WINED3DSIH_DCL_VERTICES_OUT                 */ "dcl_maxOutputVertexCount",
      /* WINED3DSIH_DEF                              */ "def",
      /* WINED3DSIH_DEFAULT                          */ "default",
      /* WINED3DSIH_DEFB                             */ "defb",
      /* WINED3DSIH_DEFI                             */ "defi",
      /* WINED3DSIH_DIV                              */ "div",
      /* WINED3DSIH_DP2                              */ "dp2",
      /* WINED3DSIH_DP2ADD                           */ "dp2add",
      /* WINED3DSIH_DP3                              */ "dp3",
      /* WINED3DSIH_DP4                              */ "dp4",
      /* WINED3DSIH_DST                              */ "dst",
      /* WINED3DSIH_DSX                              */ "dsx",
      /* WINED3DSIH_DSX_COARSE                       */ "deriv_rtx_coarse",
      /* WINED3DSIH_DSX_FINE                         */ "deriv_rtx_fine",
      /* WINED3DSIH_DSY                              */ "dsy",
      /* WINED3DSIH_DSY_COARSE                       */ "deriv_rty_coarse",
      /* WINED3DSIH_DSY_FINE                         */ "deriv_rty_fine",
      /* WINED3DSIH_ELSE                             */ "else",
      /* WINED3DSIH_EMIT                             */ "emit",
      /* WINED3DSIH_EMIT_STREAM                      */ "emit_stream",
      /* WINED3DSIH_ENDIF                            */ "endif",
      /* WINED3DSIH_ENDLOOP                          */ "endloop",
      /* WINED3DSIH_ENDREP                           */ "endrep",
      /* WINED3DSIH_ENDSWITCH                        */ "endswitch",
      /* WINED3DSIH_EQ                               */ "eq",
      /* WINED3DSIH_EVAL_SAMPLE_INDEX                */ "eval_sample_index",
      /* WINED3DSIH_EXP                              */ "exp",
      /* WINED3DSIH_EXPP                             */ "expp",
      /* WINED3DSIH_F16TOF32                         */ "f16tof32",
      /* WINED3DSIH_F32TOF16                         */ "f32tof16",
      /* WINED3DSIH_FCALL                            */ "fcall",
      /* WINED3DSIH_FIRSTBIT_HI                      */ "firstbit_hi",
      /* WINED3DSIH_FIRSTBIT_LO                      */ "firstbit_lo",
      /* WINED3DSIH_FIRSTBIT_SHI                     */ "firstbit_shi",
      /* WINED3DSIH_FRC                              */ "frc",
      /* WINED3DSIH_FTOI                             */ "ftoi",
      /* WINED3DSIH_FTOU                             */ "ftou",
      /* WINED3DSIH_GATHER4                          */ "gather4",
      /* WINED3DSIH_GATHER4_C                        */ "gather4_c",
      /* WINED3DSIH_GATHER4_PO                       */ "gather4_po",
      /* WINED3DSIH_GATHER4_PO_C                     */ "gather4_po_c",
      /* WINED3DSIH_GE                               */ "ge",
      /* WINED3DSIH_HS_CONTROL_POINT_PHASE           */ "hs_control_point_phase",
      /* WINED3DSIH_HS_DECLS                         */ "hs_decls",
      /* WINED3DSIH_HS_FORK_PHASE                    */ "hs_fork_phase",
      /* WINED3DSIH_HS_JOIN_PHASE                    */ "hs_join_phase",
      /* WINED3DSIH_IADD                             */ "iadd",
      /* WINED3DSIH_IBFE                             */ "ibfe",
      /* WINED3DSIH_IEQ                              */ "ieq",
      /* WINED3DSIH_IF                               */ "if",
      /* WINED3DSIH_IFC                              */ "ifc",
      /* WINED3DSIH_IGE                              */ "ige",
      /* WINED3DSIH_ILT                              */ "ilt",
      /* WINED3DSIH_IMAD                             */ "imad",
      /* WINED3DSIH_IMAX                             */ "imax",
      /* WINED3DSIH_IMIN                             */ "imin",
      /* WINED3DSIH_IMM_ATOMIC_ALLOC                 */ "imm_atomic_alloc",
      /* WINED3DSIH_IMM_ATOMIC_AND                   */ "imm_atomic_and",
      /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH              */ "imm_atomic_cmp_exch",
      /* WINED3DSIH_IMM_ATOMIC_CONSUME               */ "imm_atomic_consume",
      /* WINED3DSIH_IMM_ATOMIC_EXCH                  */ "imm_atomic_exch",
      /* WINED3DSIH_IMM_ATOMIC_IADD                  */ "imm_atomic_iadd",
      /* WINED3DSIH_IMM_ATOMIC_IMAX                  */ "imm_atomic_imax",
      /* WINED3DSIH_IMM_ATOMIC_IMIN                  */ "imm_atomic_imin",
      /* WINED3DSIH_IMM_ATOMIC_OR                    */ "imm_atomic_or",
      /* WINED3DSIH_IMM_ATOMIC_UMAX                  */ "imm_atomic_umax",
      /* WINED3DSIH_IMM_ATOMIC_UMIN                  */ "imm_atomic_umin",
      /* WINED3DSIH_IMM_ATOMIC_XOR                   */ "imm_atomic_xor",
      /* WINED3DSIH_IMUL                             */ "imul",
      /* WINED3DSIH_INE                              */ "ine",
      /* WINED3DSIH_INEG                             */ "ineg",
      /* WINED3DSIH_ISHL                             */ "ishl",
      /* WINED3DSIH_ISHR                             */ "ishr",
      /* WINED3DSIH_ITOF                             */ "itof",
      /* WINED3DSIH_LABEL                            */ "label",
      /* WINED3DSIH_LD                               */ "ld",
      /* WINED3DSIH_LD2DMS                           */ "ld2dms",
      /* WINED3DSIH_LD_RAW                           */ "ld_raw",
      /* WINED3DSIH_LD_STRUCTURED                    */ "ld_structured",
      /* WINED3DSIH_LD_UAV_TYPED                     */ "ld_uav_typed",
      /* WINED3DSIH_LIT                              */ "lit",
      /* WINED3DSIH_LOD                              */ "lod",
      /* WINED3DSIH_LOG                              */ "log",
      /* WINED3DSIH_LOGP                             */ "logp",
      /* WINED3DSIH_LOOP                             */ "loop",
      /* WINED3DSIH_LRP                              */ "lrp",
      /* WINED3DSIH_LT                               */ "lt",
      /* WINED3DSIH_M3x2                             */ "m3x2",
      /* WINED3DSIH_M3x3                             */ "m3x3",
      /* WINED3DSIH_M3x4                             */ "m3x4",
      /* WINED3DSIH_M4x3                             */ "m4x3",
      /* WINED3DSIH_M4x4                             */ "m4x4",
      /* WINED3DSIH_MAD                              */ "mad",
      /* WINED3DSIH_MAX                              */ "max",
      /* WINED3DSIH_MIN                              */ "min",
      /* WINED3DSIH_MOV                              */ "mov",
      /* WINED3DSIH_MOVA                             */ "mova",
      /* WINED3DSIH_MOVC                             */ "movc",
      /* WINED3DSIH_MUL                              */ "mul",
      /* WINED3DSIH_NE                               */ "ne",
      /* WINED3DSIH_NOP                              */ "nop",
      /* WINED3DSIH_NOT                              */ "not",
      /* WINED3DSIH_NRM                              */ "nrm",
      /* WINED3DSIH_OR                               */ "or",
      /* WINED3DSIH_PHASE                            */ "phase",
      /* WINED3DSIH_POW                              */ "pow",
      /* WINED3DSIH_RCP                              */ "rcp",
      /* WINED3DSIH_REP                              */ "rep",
      /* WINED3DSIH_RESINFO                          */ "resinfo",
      /* WINED3DSIH_RET                              */ "ret",
      /* WINED3DSIH_RETP                             */ "retp",
      /* WINED3DSIH_ROUND_NE                         */ "round_ne",
      /* WINED3DSIH_ROUND_NI                         */ "round_ni",
      /* WINED3DSIH_ROUND_PI                         */ "round_pi",
      /* WINED3DSIH_ROUND_Z                          */ "round_z",
      /* WINED3DSIH_RSQ                              */ "rsq",
      /* WINED3DSIH_SAMPLE                           */ "sample",
      /* WINED3DSIH_SAMPLE_B                         */ "sample_b",
      /* WINED3DSIH_SAMPLE_C                         */ "sample_c",
      /* WINED3DSIH_SAMPLE_C_LZ                      */ "sample_c_lz",
      /* WINED3DSIH_SAMPLE_GRAD                      */ "sample_d",
      /* WINED3DSIH_SAMPLE_INFO                      */ "sample_info",
      /* WINED3DSIH_SAMPLE_LOD                       */ "sample_l",
      /* WINED3DSIH_SAMPLE_POS                       */ "sample_pos",
      /* WINED3DSIH_SETP                             */ "setp",
      /* WINED3DSIH_SGE                              */ "sge",
      /* WINED3DSIH_SGN                              */ "sgn",
      /* WINED3DSIH_SINCOS                           */ "sincos",
      /* WINED3DSIH_SLT                              */ "slt",
      /* WINED3DSIH_SQRT                             */ "sqrt",
      /* WINED3DSIH_STORE_RAW                        */ "store_raw",
      /* WINED3DSIH_STORE_STRUCTURED                 */ "store_structured",
      /* WINED3DSIH_STORE_UAV_TYPED                  */ "store_uav_typed",
      /* WINED3DSIH_SUB                              */ "sub",
      /* WINED3DSIH_SWAPC                            */ "swapc",
      /* WINED3DSIH_SWITCH                           */ "switch",
      /* WINED3DSIH_SYNC                             */ "sync",
      /* WINED3DSIH_TEX                              */ "texld",
      /* WINED3DSIH_TEXBEM                           */ "texbem",
      /* WINED3DSIH_TEXBEML                          */ "texbeml",
      /* WINED3DSIH_TEXCOORD                         */ "texcrd",
      /* WINED3DSIH_TEXDEPTH                         */ "texdepth",
      /* WINED3DSIH_TEXDP3                           */ "texdp3",
      /* WINED3DSIH_TEXDP3TEX                        */ "texdp3tex",
      /* WINED3DSIH_TEXKILL                          */ "texkill",
      /* WINED3DSIH_TEXLDD                           */ "texldd",
      /* WINED3DSIH_TEXLDL                           */ "texldl",
      /* WINED3DSIH_TEXM3x2DEPTH                     */ "texm3x2depth",
      /* WINED3DSIH_TEXM3x2PAD                       */ "texm3x2pad",
      /* WINED3DSIH_TEXM3x2TEX                       */ "texm3x2tex",
      /* WINED3DSIH_TEXM3x3                          */ "texm3x3",
      /* WINED3DSIH_TEXM3x3DIFF                      */ "texm3x3diff",
      /* WINED3DSIH_TEXM3x3PAD                       */ "texm3x3pad",
      /* WINED3DSIH_TEXM3x3SPEC                      */ "texm3x3spec",
      /* WINED3DSIH_TEXM3x3TEX                       */ "texm3x3tex",
      /* WINED3DSIH_TEXM3x3VSPEC                     */ "texm3x3vspec",
      /* WINED3DSIH_TEXREG2AR                        */ "texreg2ar",
      /* WINED3DSIH_TEXREG2GB                        */ "texreg2gb",
      /* WINED3DSIH_TEXREG2RGB                       */ "texreg2rgb",
      /* WINED3DSIH_UBFE                             */ "ubfe",
      /* WINED3DSIH_UDIV                             */ "udiv",
      /* WINED3DSIH_UGE                              */ "uge",
      /* WINED3DSIH_ULT                              */ "ult",
      /* WINED3DSIH_UMAX                             */ "umax",
      /* WINED3DSIH_UMIN                             */ "umin",
      /* WINED3DSIH_UMUL                             */ "umul",
      /* WINED3DSIH_USHR                             */ "ushr",
      /* WINED3DSIH_UTOF                             */ "utof",
      /* WINED3DSIH_XOR                              */ "xor",
  };
  
  static const char * const semantic_names[] =
  {
      /* WINED3D_DECL_USAGE_POSITION      */ "SV_POSITION",
      /* WINED3D_DECL_USAGE_BLEND_WEIGHT  */ "BLENDWEIGHT",
      /* WINED3D_DECL_USAGE_BLEND_INDICES */ "BLENDINDICES",
      /* WINED3D_DECL_USAGE_NORMAL        */ "NORMAL",
      /* WINED3D_DECL_USAGE_PSIZE         */ "PSIZE",
      /* WINED3D_DECL_USAGE_TEXCOORD      */ "TEXCOORD",
      /* WINED3D_DECL_USAGE_TANGENT       */ "TANGENT",
      /* WINED3D_DECL_USAGE_BINORMAL      */ "BINORMAL",
      /* WINED3D_DECL_USAGE_TESS_FACTOR   */ "TESSFACTOR",
      /* WINED3D_DECL_USAGE_POSITIONT     */ "POSITIONT",
      /* WINED3D_DECL_USAGE_COLOR         */ "COLOR",
      /* WINED3D_DECL_USAGE_FOG           */ "FOG",
      /* WINED3D_DECL_USAGE_DEPTH         */ "DEPTH",
      /* WINED3D_DECL_USAGE_SAMPLE        */ "SAMPLE",
  };
  
  static const struct
  {
      enum wined3d_shader_input_sysval_semantic sysval_semantic;
      const char *sysval_name;
  }
  shader_input_sysval_semantic_names[] =
  {
      {WINED3D_SIV_POSITION,                   "position"},
      {WINED3D_SIV_CLIP_DISTANCE,              "clip_distance"},
      {WINED3D_SIV_CULL_DISTANCE,              "cull_distance"},
      {WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX,  "render_target_array_index"},
      {WINED3D_SIV_VIEWPORT_ARRAY_INDEX,       "viewport_array_index"},
      {WINED3D_SIV_VERTEX_ID,                  "vertex_id"},
      {WINED3D_SIV_INSTANCE_ID,                "instance_id"},
      {WINED3D_SIV_PRIMITIVE_ID,               "primitive_id"},
      {WINED3D_SIV_IS_FRONT_FACE,              "is_front_face"},
      {WINED3D_SIV_SAMPLE_INDEX,               "sample_index"},
      {WINED3D_SIV_QUAD_U0_TESS_FACTOR,        "finalQuadUeq0EdgeTessFactor"},
      {WINED3D_SIV_QUAD_V0_TESS_FACTOR,        "finalQuadVeq0EdgeTessFactor"},
      {WINED3D_SIV_QUAD_U1_TESS_FACTOR,        "finalQuadUeq1EdgeTessFactor"},
      {WINED3D_SIV_QUAD_V1_TESS_FACTOR,        "finalQuadVeq1EdgeTessFactor"},
      {WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR,   "finalQuadUInsideTessFactor"},
      {WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR,   "finalQuadVInsideTessFactor"},
      {WINED3D_SIV_TRIANGLE_U_TESS_FACTOR,     "finalTriUeq0EdgeTessFactor"},
      {WINED3D_SIV_TRIANGLE_V_TESS_FACTOR,     "finalTriVeq0EdgeTessFactor"},
      {WINED3D_SIV_TRIANGLE_W_TESS_FACTOR,     "finalTriWeq0EdgeTessFactor"},
      {WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR, "finalTriInsideTessFactor"},
      {WINED3D_SIV_LINE_DETAIL_TESS_FACTOR,    "finalLineDetailTessFactor"},
      {WINED3D_SIV_LINE_DENSITY_TESS_FACTOR,   "finalLineDensityTessFactor"},
  };
  
  static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version);
  
  const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx)
  {
      if (handler_idx >= ARRAY_SIZE(shader_opcode_names))
          return wine_dbg_sprintf("UNRECOGNIZED(%#x)", handler_idx);
  
      return shader_opcode_names[handler_idx];
  }
  
  static const char *shader_semantic_name_from_usage(enum wined3d_decl_usage usage)
  {
      if (usage >= ARRAY_SIZE(semantic_names))
      {
          FIXME("Unrecognized usage %#x.\n", usage);
          return "UNRECOGNIZED";
      }
  
      return semantic_names[usage];
  }
  
  static enum wined3d_decl_usage shader_usage_from_semantic_name(const char *name)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(semantic_names); ++i)
      {
          if (!strcmp(name, semantic_names[i]))
              return i;
      }
  
      return ~0U;
  }
  
  static enum wined3d_sysval_semantic shader_sysval_semantic_from_usage(enum wined3d_decl_usage usage)
  {
      switch (usage)
      {
          case WINED3D_DECL_USAGE_POSITION:
              return WINED3D_SV_POSITION;
          default:
              return 0;
      }
  }
  
  BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage)
  {
      return !strcmp(semantic_name, shader_semantic_name_from_usage(usage));
  }
  
  static void shader_signature_from_semantic(struct wined3d_shader_signature_element *e,
          const struct wined3d_shader_semantic *s)
  {
      e->semantic_name = shader_semantic_name_from_usage(s->usage);
      e->semantic_idx = s->usage_idx;
      e->stream_idx = 0;
      e->sysval_semantic = shader_sysval_semantic_from_usage(s->usage);
      e->component_type = WINED3D_TYPE_FLOAT;
      e->register_idx = s->reg.reg.idx[0].offset;
      e->mask = s->reg.write_mask;
  }
  
  static void shader_signature_from_usage(struct wined3d_shader_signature_element *e,
          enum wined3d_decl_usage usage, UINT usage_idx, UINT reg_idx, DWORD write_mask)
  {
      e->semantic_name = shader_semantic_name_from_usage(usage);
      e->semantic_idx = usage_idx;
      e->stream_idx = 0;
      e->sysval_semantic = shader_sysval_semantic_from_usage(usage);
      e->component_type = WINED3D_TYPE_FLOAT;
      e->register_idx = reg_idx;
      e->mask = write_mask;
  }
  
  static const struct wined3d_shader_frontend *shader_select_frontend(enum wined3d_shader_byte_code_format format)
  {
      switch (format)
      {
          case WINED3D_SHADER_BYTE_CODE_FORMAT_SM1:
              return &sm1_shader_frontend;
  
          case WINED3D_SHADER_BYTE_CODE_FORMAT_SM4:
              return &sm4_shader_frontend;
  
          default:
              WARN("Invalid byte code format %#x specified.\n", format);
              return NULL;
      }
  }
  
  void string_buffer_clear(struct wined3d_string_buffer *buffer)
  {
      buffer->buffer[0] = '\0';
      buffer->content_size = 0;
  }
  
  BOOL string_buffer_init(struct wined3d_string_buffer *buffer)
  {
      buffer->buffer_size = 32;
      if (!(buffer->buffer = heap_alloc(buffer->buffer_size)))
      {
          ERR("Failed to allocate shader buffer memory.\n");
          return FALSE;
      }
  
      string_buffer_clear(buffer);
      return TRUE;
  }
  
  void string_buffer_free(struct wined3d_string_buffer *buffer)
  {
      heap_free(buffer->buffer);
  }
  
  BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc)
  {
      char *new_buffer;
      unsigned int new_buffer_size = buffer->buffer_size * 2;
  
      while (rc > 0 && (unsigned int)rc >= new_buffer_size - buffer->content_size)
          new_buffer_size *= 2;
      if (!(new_buffer = heap_realloc(buffer->buffer, new_buffer_size)))
      {
          ERR("Failed to grow buffer.\n");
          buffer->buffer[buffer->content_size] = '\0';
          return FALSE;
      }
      buffer->buffer = new_buffer;
      buffer->buffer_size = new_buffer_size;
      return TRUE;
  }
  
  int shader_vaddline(struct wined3d_string_buffer *buffer, const char *format, va_list args)
  {
      unsigned int rem;
      int rc;
  
      rem = buffer->buffer_size - buffer->content_size;
      rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, args);
      if (rc < 0 /* C89 */ || (unsigned int)rc >= rem /* C99 */)
          return rc;
  
      buffer->content_size += rc;
      return 0;
  }
  
  int shader_addline(struct wined3d_string_buffer *buffer, const char *format, ...)
  {
      va_list args;
      int ret;
  
      for (;;)
      {
          va_start(args, format);
          ret = shader_vaddline(buffer, format, args);
          va_end(args);
          if (!ret)
              return ret;
          if (!string_buffer_resize(buffer, ret))
              return -1;
      }
  }
  
  struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list)
  {
      struct wined3d_string_buffer *buffer;
  
      if (list_empty(&list->list))
      {
          buffer = heap_alloc(sizeof(*buffer));
          if (!buffer || !string_buffer_init(buffer))
          {
              ERR("Couldn't allocate buffer for temporary string.\n");
              heap_free(buffer);
              return NULL;
          }
      }
      else
      {
          buffer = LIST_ENTRY(list_head(&list->list), struct wined3d_string_buffer, entry);
          list_remove(&buffer->entry);
      }
      string_buffer_clear(buffer);
      return buffer;
  }
  
  static int string_buffer_vsprintf(struct wined3d_string_buffer *buffer, const char *format, va_list args)
  {
      if (!buffer)
          return 0;
      string_buffer_clear(buffer);
      return shader_vaddline(buffer, format, args);
  }
  
  void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...)
  {
      va_list args;
      int ret;
  
      for (;;)
      {
          va_start(args, format);
          ret = string_buffer_vsprintf(buffer, format, args);
          va_end(args);
          if (!ret)
              return;
          if (!string_buffer_resize(buffer, ret))
              return;
      }
  }
  
  void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer)
  {
      if (!buffer)
          return;
      list_add_head(&list->list, &buffer->entry);
  }
  
  void string_buffer_list_init(struct wined3d_string_buffer_list *list)
  {
      list_init(&list->list);
  }
  
  void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list)
  {
      struct wined3d_string_buffer *buffer, *buffer_next;
  
      LIST_FOR_EACH_ENTRY_SAFE(buffer, buffer_next, &list->list, struct wined3d_string_buffer, entry)
      {
          string_buffer_free(buffer);
          heap_free(buffer);
      }
      list_init(&list->list);
  }
  
  /* Convert floating point offset relative to a register file to an absolute
   * offset for float constants. */
  static unsigned int shader_get_float_offset(enum wined3d_shader_register_type register_type, UINT register_idx)
  {
      switch (register_type)
      {
          case WINED3DSPR_CONST: return register_idx;
          case WINED3DSPR_CONST2: return 2048 + register_idx;
          case WINED3DSPR_CONST3: return 4096 + register_idx;
          case WINED3DSPR_CONST4: return 6144 + register_idx;
          default:
              FIXME("Unsupported register type: %u.\n", register_type);
              return register_idx;
      }
  }
  
  static void shader_delete_constant_list(struct list *clist)
  {
      struct wined3d_shader_lconst *constant, *constant_next;
  
      LIST_FOR_EACH_ENTRY_SAFE(constant, constant_next, clist, struct wined3d_shader_lconst, entry)
          heap_free(constant);
      list_init(clist);
  }
  
  static void shader_set_limits(struct wined3d_shader *shader)
  {
      static const struct limits_entry
      {
          unsigned int min_version;
          unsigned int max_version;
          struct wined3d_shader_limits limits;
      }
      vs_limits[] =
      {
          /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
          {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0,  0, 256,  0, 12,  0}},
          {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12,  0}},
          /* DX10 cards on Windows advertise a D3D9 constant limit of 256
           * even though they are capable of supporting much more (GL
           * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
           * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
           * shaders to 256. */
          {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12,  0}},
          {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0, 16,  0}},
          {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32,  0}},
          {0}
      },
      hs_limits[] =
      {
          /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
          {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
      },
      ds_limits[] =
      {
          /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packet_input */
          {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
      },
      gs_limits[] =
      {
          /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
          {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0, 32, 16}},
          {WINED3D_SHADER_VERSION(4, 1), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0, 32, 32}},
          {0}
      },
      ps_limits[] =
      {
          /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
          {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4,  0,   8,  0,  0,  0}},
          {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6,  0,   8,  0,  0,  0}},
          {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 0), {16,  0,  32,  0,  0,  0}},
          {WINED3D_SHADER_VERSION(2, 1), WINED3D_SHADER_VERSION(2, 1), {16, 16,  32, 16,  0,  0}},
          {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16,  0, 10}},
          {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0,  0, 32}},
          {0}
      },
      cs_limits[] =
      {
          /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
          {WINED3D_SHADER_VERSION(5, 0), WINED3D_SHADER_VERSION(5, 0), {16,  0,   0,  0,  0,  0}},
      };
      const struct limits_entry *limits_array;
      DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
              shader->reg_maps.shader_version.minor);
      int i = 0;
  
      switch (shader->reg_maps.shader_version.type)
      {
          default:
              FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
              /* Fall-through. */
          case WINED3D_SHADER_TYPE_VERTEX:
              limits_array = vs_limits;
              break;
          case WINED3D_SHADER_TYPE_HULL:
              limits_array = hs_limits;
              break;
          case WINED3D_SHADER_TYPE_DOMAIN:
              limits_array = ds_limits;
              break;
          case WINED3D_SHADER_TYPE_GEOMETRY:
              limits_array = gs_limits;
              break;
          case WINED3D_SHADER_TYPE_PIXEL:
              limits_array = ps_limits;
              break;
          case WINED3D_SHADER_TYPE_COMPUTE:
              limits_array = cs_limits;
              break;
      }
  
      while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
      {
          if (shader_version <= limits_array[i].max_version)
          {
              shader->limits = &limits_array[i].limits;
              break;
          }
          ++i;
      }
      if (!shader->limits)
      {
          FIXME("Unexpected shader version \"%u.%u\".\n",
                  shader->reg_maps.shader_version.major,
                  shader->reg_maps.shader_version.minor);
          shader->limits = &limits_array[max(0, i - 1)].limits;
      }
  }
  
  static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
          const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
  {
      switch (reg->type)
      {
          case WINED3DSPR_TEXTURE: /* WINED3DSPR_ADDR */
              if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
                  reg_maps->texcoord |= 1u << reg->idx[0].offset;
              else
                  reg_maps->address |= 1u << reg->idx[0].offset;
              break;
  
          case WINED3DSPR_TEMP:
              reg_maps->temporary |= 1u << reg->idx[0].offset;
              break;
  
          case WINED3DSPR_INPUT:
              if (reg->idx[0].rel_addr)
                  reg_maps->input_rel_addressing = 1;
              if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
              {
                  /* If relative addressing is used, we must assume that all
                   * registers are used. Even if it is a construct like v3[aL],
                   * we can't assume that v0, v1 and v2 aren't read because aL
                   * can be negative. */
                  if (reg->idx[0].rel_addr)
                      shader->u.ps.input_reg_used = ~0u;
                  else
                      shader->u.ps.input_reg_used |= 1u << reg->idx[0].offset;
              }
              else
              {
                  reg_maps->input_registers |= 1u << reg->idx[0].offset;
              }
              break;
  
          case WINED3DSPR_RASTOUT:
              if (reg->idx[0].offset == 1)
                  reg_maps->fog = 1;
              if (reg->idx[0].offset == 2)
                  reg_maps->point_size = 1;
              break;
  
          case WINED3DSPR_MISCTYPE:
              if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
              {
                  if (!reg->idx[0].offset)
                      reg_maps->vpos = 1;
                  else if (reg->idx[0].offset == 1)
                      reg_maps->usesfacing = 1;
              }
              break;
  
          case WINED3DSPR_CONST:
              if (reg->idx[0].rel_addr)
              {
                  if (reg->idx[0].offset < reg_maps->min_rel_offset)
                      reg_maps->min_rel_offset = reg->idx[0].offset;
                  if (reg->idx[0].offset > reg_maps->max_rel_offset)
                      reg_maps->max_rel_offset = reg->idx[0].offset;
                  reg_maps->usesrelconstF = TRUE;
              }
              else
              {
                  if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
                  {
                      WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
                      return FALSE;
                  }
                  else
                  {
                      wined3d_insert_bits(reg_maps->constf, reg->idx[0].offset, 1, 0x1);
                  }
              }
              break;
  
          case WINED3DSPR_CONSTINT:
              if (reg->idx[0].offset >= shader->limits->constant_int)
              {
                  WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
                  return FALSE;
              }
              else
              {
                  reg_maps->integer_constants |= (1u << reg->idx[0].offset);
              }
              break;
  
          case WINED3DSPR_CONSTBOOL:
              if (reg->idx[0].offset >= shader->limits->constant_bool)
              {
                  WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
                  return FALSE;
              }
              else
              {
                  reg_maps->boolean_constants |= (1u << reg->idx[0].offset);
              }
              break;
  
          case WINED3DSPR_COLOROUT:
              reg_maps->rt_mask |= (1u << reg->idx[0].offset);
              break;
  
          case WINED3DSPR_OUTCONTROLPOINT:
              reg_maps->vocp = 1;
              break;
  
          case WINED3DSPR_SAMPLEMASK:
              reg_maps->sample_mask = 1;
              break;
  
          default:
              TRACE("Not recording register of type %#x and [%#x][%#x].\n",
                      reg->type, reg->idx[0].offset, reg->idx[1].offset);
              break;
      }
      return TRUE;
  }
  
  static void shader_record_sample(struct wined3d_shader_reg_maps *reg_maps,
          unsigned int resource_idx, unsigned int sampler_idx, unsigned int bind_idx)
  {
      struct wined3d_shader_sampler_map_entry *entries, *entry;
      struct wined3d_shader_sampler_map *map;
      unsigned int i;
  
      map = &reg_maps->sampler_map;
      entries = map->entries;
      for (i = 0; i < map->count; ++i)
      {
          if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
              return;
      }
  
      if (!map->size)
      {
          if (!(entries = heap_calloc(4, sizeof(*entries))))
          {
              ERR("Failed to allocate sampler map entries.\n");
              return;
          }
          map->size = 4;
          map->entries = entries;
      }
      else if (map->count == map->size)
      {
          size_t new_size = map->size * 2;
  
          if (sizeof(*entries) * new_size <= sizeof(*entries) * map->size
                  || !(entries = heap_realloc(entries, sizeof(*entries) * new_size)))
          {
              ERR("Failed to resize sampler map entries.\n");
              return;
          }
          map->size = new_size;
          map->entries = entries;
      }
  
      entry = &entries[map->count++];
      entry->resource_idx = resource_idx;
      entry->sampler_idx = sampler_idx;
      entry->bind_idx = bind_idx;
  }
  
  static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
  {
      switch (instr)
      {
          case WINED3DSIH_M4x4:
          case WINED3DSIH_M3x4:
              return param == 1 ? 3 : 0;
  
          case WINED3DSIH_M4x3:
          case WINED3DSIH_M3x3:
              return param == 1 ? 2 : 0;
  
          case WINED3DSIH_M3x2:
              return param == 1 ? 1 : 0;
  
          default:
              return 0;
      }
  }
  
  static HRESULT shader_reg_maps_add_tgsm(struct wined3d_shader_reg_maps *reg_maps,
          unsigned int register_idx, unsigned int size, unsigned int stride)
  {
      struct wined3d_shader_tgsm *tgsm;
  
      if (register_idx >= MAX_TGSM_REGISTERS)
      {
          ERR("Invalid TGSM register index %u.\n", register_idx);
          return S_OK;
      }
      if (reg_maps->shader_version.type != WINED3D_SHADER_TYPE_COMPUTE)
      {
          FIXME("TGSM declarations are allowed only in compute shaders.\n");
          return S_OK;
      }
  
      if (!wined3d_array_reserve((void **)&reg_maps->tgsm, &reg_maps->tgsm_capacity,
              register_idx + 1, sizeof(*reg_maps->tgsm)))
          return E_OUTOFMEMORY;
  
      reg_maps->tgsm_count = max(register_idx + 1, reg_maps->tgsm_count);
      tgsm = &reg_maps->tgsm[register_idx];
      tgsm->size = size;
      tgsm->stride = stride;
      return S_OK;
  }
  
  static HRESULT shader_record_shader_phase(struct wined3d_shader *shader,
          struct wined3d_shader_phase **current_phase, const struct wined3d_shader_instruction *ins,
          const DWORD *current_instruction_ptr, const DWORD *previous_instruction_ptr)
  {
      struct wined3d_shader_phase *phase;
  
      if ((phase = *current_phase))
      {
          phase->end = previous_instruction_ptr;
          *current_phase = NULL;
      }
  
      if (shader->reg_maps.shader_version.type != WINED3D_SHADER_TYPE_HULL)
      {
          ERR("Unexpected shader type %s.\n", debug_shader_type(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");
                  heap_free(shader->u.hs.phases.control_point);
              }
              if (!(shader->u.hs.phases.control_point = heap_alloc_zero(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;
  }
  
  static HRESULT shader_calculate_clip_or_cull_distance_mask(
          const struct wined3d_shader_signature_element *e, unsigned int *mask)
  {
      /* Clip and cull distances are packed in 4 component registers. 0 and 1 are
       * the only allowed semantic indices.
       */
      if (e->semantic_idx >= MAX_CLIP_DISTANCES / 4)
      {
          *mask = 0;
          WARN("Invalid clip/cull distance index %u.\n", e->semantic_idx);
          return WINED3DERR_INVALIDCALL;
      }
  
      *mask = (e->mask & WINED3DSP_WRITEMASK_ALL) << (4 * e->semantic_idx);
      return WINED3D_OK;
  }
  
  static void wined3d_insert_interpolation_mode(DWORD *packed_interpolation_mode,
          unsigned int register_idx, enum wined3d_shader_interpolation_mode mode)
  {
      if (mode > WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE)
          FIXME("Unexpected interpolation mode %#x.\n", mode);
  
      wined3d_insert_bits(packed_interpolation_mode,
              register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT, mode);
  }
  
  static HRESULT shader_scan_output_signature(struct wined3d_shader *shader)
  {
      const struct wined3d_shader_signature *output_signature = &shader->output_signature;
      struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      unsigned int i;
      HRESULT hr;
  
      for (i = 0; i < output_signature->element_count; ++i)
      {
          const struct wined3d_shader_signature_element *e = &output_signature->elements[i];
          unsigned int mask;
  
          reg_maps->output_registers |= 1u << e->register_idx;
          if (e->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
          {
              if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
                  return hr;
              reg_maps->clip_distance_mask |= mask;
          }
          else if (e->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
          {
              if (FAILED(hr = shader_calculate_clip_or_cull_distance_mask(e, &mask)))
                  return hr;
              reg_maps->cull_distance_mask |= mask;
          }
          else if (e->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX)
          {
              reg_maps->viewport_array = 1;
          }
      }
  
      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, 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];
      struct wined3d_shader_signature *output_signature = &shader->output_signature;
      struct wined3d_shader_signature *input_signature = &shader->input_signature;
      struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_shader_frontend *fe = shader->frontend;
      unsigned int cur_loop_depth = 0, max_loop_depth = 0;
      struct wined3d_shader_version shader_version;
      struct wined3d_shader_phase *phase = NULL;
      const DWORD *ptr, *prev_ins, *current_ins;
      void *fe_data = shader->frontend_data;
      unsigned int i;
      HRESULT hr;
  
      memset(reg_maps, 0, sizeof(*reg_maps));
      memset(input_signature_elements, 0, sizeof(input_signature_elements));
      memset(output_signature_elements, 0, sizeof(output_signature_elements));
      reg_maps->min_rel_offset = ~0U;
      list_init(&reg_maps->indexable_temps);
  
      fe->shader_read_header(fe_data, &ptr, &shader_version);
      prev_ins = current_ins = ptr;
      reg_maps->shader_version = shader_version;
  
      shader_set_limits(shader);
  
      if (!(reg_maps->constf = heap_calloc(((min(shader->limits->constant_float, constf_size) + 31) / 32),
              sizeof(*reg_maps->constf))))
      {
          ERR("Failed to allocate constant map memory.\n");
          return E_OUTOFMEMORY;
      }
  
      while (!fe->shader_is_end(fe_data, &ptr))
      {
          struct wined3d_shader_instruction ins;
  
          current_ins = ptr;
          /* Fetch opcode. */
          fe->shader_read_instruction(fe_data, &ptr, &ins);
  
          /* Unhandled opcode, and its parameters. */
          if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
          {
              WARN("Encountered unrecognised or invalid instruction.\n");
              return WINED3DERR_INVALIDCALL;
          }
  
          /* Handle declarations. */
          if (ins.handler_idx == WINED3DSIH_DCL
                  || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
          {
              struct wined3d_shader_semantic *semantic = &ins.declaration.semantic;
              unsigned int reg_idx = semantic->reg.reg.idx[0].offset;
  
              switch (semantic->reg.reg.type)
              {
                  /* Mark input registers used. */
                  case WINED3DSPR_INPUT:
                      if (reg_idx >= MAX_REG_INPUT)
                      {
                          ERR("Invalid input register index %u.\n", reg_idx);
                          break;
                      }
                      if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
                              && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
                          return WINED3DERR_INVALIDCALL;
                      reg_maps->input_registers |= 1u << reg_idx;
                      shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
                      break;
  
                  /* Vertex shader: mark 3.0 output registers used, save token. */
                  case WINED3DSPR_OUTPUT:
                      if (reg_idx >= MAX_REG_OUTPUT)
                      {
                          ERR("Invalid output register index %u.\n", reg_idx);
                          break;
                      }
                      reg_maps->output_registers |= 1u << reg_idx;
                      shader_signature_from_semantic(&output_signature_elements[reg_idx], semantic);
                      if (semantic->usage == WINED3D_DECL_USAGE_FOG)
                          reg_maps->fog = 1;
                      if (semantic->usage == WINED3D_DECL_USAGE_PSIZE)
                          reg_maps->point_size = 1;
                      break;
  
                  case WINED3DSPR_SAMPLER:
                      shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
                  case WINED3DSPR_RESOURCE:
                      if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
                      {
                          ERR("Invalid resource index %u.\n", reg_idx);
                          break;
                      }
                      reg_maps->resource_info[reg_idx].type = semantic->resource_type;
                      reg_maps->resource_info[reg_idx].data_type = semantic->resource_data_type;
                      break;
  
                  case WINED3DSPR_UAV:
                      if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
                      {
                          ERR("Invalid UAV resource index %u.\n", reg_idx);
                          break;
                      }
                      reg_maps->uav_resource_info[reg_idx].type = semantic->resource_type;
                      reg_maps->uav_resource_info[reg_idx].data_type = semantic->resource_data_type;
                      if (ins.flags)
                          FIXME("Ignoring typed UAV flags %#x.\n", ins.flags);
                      break;
  
                  default:
                      TRACE("Not recording DCL register type %#x.\n", semantic->reg.reg.type);
                      break;
              }
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
          {
              struct wined3d_shader_register *reg = &ins.declaration.src.reg;
              if (reg->idx[0].offset >= WINED3D_MAX_CBS)
                  ERR("Invalid CB index %u.\n", reg->idx[0].offset);
              else
                  reg_maps->cb_sizes[reg->idx[0].offset] = reg->idx[1].offset;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
          {
              if (ins.flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
              {
                  if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
                      shader->u.ps.force_early_depth_stencil = TRUE;
                  else
                      FIXME("Invalid instruction %#x for shader type %#x.\n",
                              ins.handler_idx, shader_version.type);
              }
              else
              {
                  WARN("Ignoring global flags %#x.\n", ins.flags);
              }
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
                  shader->u.gs.instance_count = ins.declaration.count;
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n",
                          ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
                  || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
          {
              if (phase)
                  phase->instance_count = ins.declaration.count;
              else
                  FIXME("Instruction %s outside of shader phase.\n",
                          debug_d3dshaderinstructionhandler(ins.handler_idx));
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
          {
              if (reg_maps->icb)
                  FIXME("Multiple immediate constant buffers.\n");
              reg_maps->icb = ins.declaration.icb;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
          {
              if (phase)
              {
                  FIXME("Indexable temporary registers not supported.\n");
              }
              else
              {
                  struct wined3d_shader_indexable_temp *reg;
  
                  if (!(reg = heap_alloc(sizeof(*reg))))
                      return E_OUTOFMEMORY;
  
                  *reg = ins.declaration.indexable_temp;
                  list_add_tail(&reg_maps->indexable_temps, &reg->entry);
              }
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
                  shader->u.gs.input_type = ins.declaration.primitive_type.type;
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n",
                          ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
          {
              unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
              if (reg_idx >= MAX_REG_INPUT)
              {
                  ERR("Invalid register index %u.\n", reg_idx);
                  break;
              }
              if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
                  wined3d_insert_interpolation_mode(shader->u.ps.interpolation_mode, reg_idx, ins.flags);
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n",
                          ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
          {
              if (ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUT
                      || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTGE
                      || ins.declaration.dst.reg.type == WINED3DSPR_DEPTHOUTLE)
              {
                  if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
                      shader->u.ps.depth_output = ins.declaration.dst.reg.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.type;
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n",
                          ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
          {
              unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
              if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
              {
                  ERR("Invalid resource index %u.\n", reg_idx);
                  break;
              }
              reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
              reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
              reg_maps->resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
          {
              unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
              if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
              {
                  ERR("Invalid resource index %u.\n", reg_idx);
                  break;
              }
              reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
              reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
              reg_maps->resource_info[reg_idx].flags = 0;
              reg_maps->resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
          {
              if (ins.flags & WINED3DSI_SAMPLER_COMPARISON_MODE)
                  reg_maps->sampler_comparison_mode |= (1u << ins.declaration.dst.reg.idx[0].offset);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS)
          {
              if (phase)
                  phase->temporary_count = ins.declaration.count;
              else
                  reg_maps->temporary_count = ins.declaration.count;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_DOMAIN)
                  shader->u.ds.tessellator_domain = ins.declaration.tessellator_domain;
              else if (shader_version.type != WINED3D_SHADER_TYPE_HULL)
                  FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
                  shader->u.hs.tessellator_output_primitive = ins.declaration.tessellator_output_primitive;
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_HULL)
                  shader->u.hs.tessellator_partitioning = ins.declaration.tessellator_partitioning;
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n", ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
          {
              if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps, ins.declaration.tgsm_raw.reg.reg.idx[0].offset,
                      ins.declaration.tgsm_raw.byte_count / 4, 0)))
                  return hr;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
          {
              unsigned int stride = ins.declaration.tgsm_structured.byte_stride / 4;
              unsigned int size = stride * ins.declaration.tgsm_structured.structure_count;
              if (FAILED(hr = shader_reg_maps_add_tgsm(reg_maps,
                      ins.declaration.tgsm_structured.reg.reg.idx[0].offset, size, stride)))
                  return hr;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
              {
                  shader->u.cs.thread_group_size = ins.declaration.thread_group_size;
              }
              else
              {
                  FIXME("Invalid instruction %#x for shader type %#x.\n",
                          ins.handler_idx, shader_version.type);
              }
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
          {
              unsigned int reg_idx = ins.declaration.dst.reg.idx[0].offset;
              if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
              {
                  ERR("Invalid UAV resource index %u.\n", reg_idx);
                  break;
              }
              if (ins.flags)
                  FIXME("Ignoring raw UAV flags %#x.\n", ins.flags);
              reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
              reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
              reg_maps->uav_resource_info[reg_idx].flags = WINED3D_VIEW_BUFFER_RAW;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
          {
              unsigned int reg_idx = ins.declaration.structured_resource.reg.reg.idx[0].offset;
              if (reg_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
              {
                  ERR("Invalid UAV resource index %u.\n", reg_idx);
                  break;
              }
              if (ins.flags)
                  FIXME("Ignoring structured UAV flags %#x.\n", ins.flags);
              reg_maps->uav_resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_BUFFER;
              reg_maps->uav_resource_info[reg_idx].data_type = WINED3D_DATA_UINT;
              reg_maps->uav_resource_info[reg_idx].flags = 0;
              reg_maps->uav_resource_info[reg_idx].stride = ins.declaration.structured_resource.byte_stride / 4;
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
                  shader->u.gs.vertices_out = ins.declaration.count;
              else
                  FIXME("Invalid instruction %#x for shader type %#x.\n",
                          ins.handler_idx, shader_version.type);
          }
          else if (ins.handler_idx == WINED3DSIH_DEF)
          {
              struct wined3d_shader_lconst *lconst;
              float *value;
  
              if (!(lconst = heap_alloc(sizeof(*lconst))))
                  return E_OUTOFMEMORY;
  
              lconst->idx = ins.dst[0].reg.idx[0].offset;
              memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
              value = (float *)lconst->value;
  
              /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
              if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
              {
                  if (value[0] < -1.0f) value[0] = -1.0f;
                  else if (value[0] > 1.0f) value[0] = 1.0f;
                  if (value[1] < -1.0f) value[1] = -1.0f;
                  else if (value[1] > 1.0f) value[1] = 1.0f;
                  if (value[2] < -1.0f) value[2] = -1.0f;
                  else if (value[2] > 1.0f) value[2] = 1.0f;
                  if (value[3] < -1.0f) value[3] = -1.0f;
                  else if (value[3] > 1.0f) value[3] = 1.0f;
              }
  
              list_add_head(&shader->constantsF, &lconst->entry);
  
              if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
                      || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
              {
                  shader->lconst_inf_or_nan = TRUE;
              }
          }
          else if (ins.handler_idx == WINED3DSIH_DEFI)
          {
              struct wined3d_shader_lconst *lconst;
  
              if (!(lconst = heap_alloc(sizeof(*lconst))))
                  return E_OUTOFMEMORY;
  
              lconst->idx = ins.dst[0].reg.idx[0].offset;
              memcpy(lconst->value, ins.src[0].reg.u.immconst_data, 4 * sizeof(DWORD));
  
              list_add_head(&shader->constantsI, &lconst->entry);
              reg_maps->local_int_consts |= (1u << lconst->idx);
          }
          else if (ins.handler_idx == WINED3DSIH_DEFB)
          {
              struct wined3d_shader_lconst *lconst;
  
              if (!(lconst = heap_alloc(sizeof(*lconst))))
                  return E_OUTOFMEMORY;
  
              lconst->idx = ins.dst[0].reg.idx[0].offset;
              memcpy(lconst->value, ins.src[0].reg.u.immconst_data, sizeof(DWORD));
  
              list_add_head(&shader->constantsB, &lconst->entry);
              reg_maps->local_bool_consts |= (1u << lconst->idx);
          }
          /* Handle shader phases. */
          else if (ins.handler_idx == WINED3DSIH_HS_CONTROL_POINT_PHASE
                  || ins.handler_idx == WINED3DSIH_HS_FORK_PHASE
                  || ins.handler_idx == WINED3DSIH_HS_JOIN_PHASE)
          {
              if (FAILED(hr = shader_record_shader_phase(shader, &phase, &ins, current_ins, prev_ins)))
                  return hr;
          }
          /* For subroutine prototypes. */
          else if (ins.handler_idx == WINED3DSIH_LABEL)
          {
              reg_maps->labels |= 1u << ins.src[0].reg.idx[0].offset;
          }
          /* Set texture, address, temporary registers. */
          else
          {
              BOOL color0_mov = FALSE;
              unsigned int i;
  
              /* This will loop over all the registers and try to
               * make a bitmask of the ones we're interested in.
               *
               * Relative addressing tokens are ignored, but that's
               * okay, since we'll catch any address registers when
               * they are initialized (required by spec). */
              for (i = 0; i < ins.dst_count; ++i)
              {
                  if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
                          shader_version.type, constf_size))
                      return WINED3DERR_INVALIDCALL;
  
                  if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
                  {
                      UINT idx = ins.dst[i].reg.idx[0].offset;
  
                      switch (ins.dst[i].reg.type)
                      {
                          case WINED3DSPR_RASTOUT:
                              if (shader_version.major >= 3)
                                  break;
                              switch (idx)
                              {
                                  case 0: /* oPos */
                                      reg_maps->output_registers |= 1u << 10;
                                      shader_signature_from_usage(&output_signature_elements[10],
                                              WINED3D_DECL_USAGE_POSITION, 0, 10, WINED3DSP_WRITEMASK_ALL);
                                      break;
  
                                  case 1: /* oFog */
                                      reg_maps->output_registers |= 1u << 11;
                                      shader_signature_from_usage(&output_signature_elements[11],
                                              WINED3D_DECL_USAGE_FOG, 0, 11, WINED3DSP_WRITEMASK_0);
                                      break;
  
                                  case 2: /* oPts */
                                      reg_maps->output_registers |= 1u << 11;
                                      shader_signature_from_usage(&output_signature_elements[11],
                                              WINED3D_DECL_USAGE_PSIZE, 0, 11, WINED3DSP_WRITEMASK_1);
                                      break;
                              }
                              break;
  
                          case WINED3DSPR_ATTROUT:
                              if (shader_version.major >= 3)
                                  break;
                              if (idx < 2)
                              {
                                  idx += 8;
                                  if (reg_maps->output_registers & (1u << idx))
                                  {
                                      output_signature_elements[idx].mask |= ins.dst[i].write_mask;
                                  }
                                  else
                                  {
                                      reg_maps->output_registers |= 1u << idx;
                                      shader_signature_from_usage(&output_signature_elements[idx],
                                              WINED3D_DECL_USAGE_COLOR, idx - 8, idx, ins.dst[i].write_mask);
                                  }
                              }
                              break;
  
                          case WINED3DSPR_TEXCRDOUT: /* WINED3DSPR_OUTPUT */
                              if (shader_version.major >= 3)
                              {
                                  if (idx >= ARRAY_SIZE(reg_maps->u.output_registers_mask))
                                  {
                                      WARN("Invalid output register index %u.\n", idx);
                                      break;
                                  }
                                  reg_maps->u.output_registers_mask[idx] |= ins.dst[i].write_mask;
                                  break;
                              }
                              if (idx >= ARRAY_SIZE(reg_maps->u.texcoord_mask))
                              {
                                  WARN("Invalid texcoord index %u.\n", idx);
                                  break;
                              }
                              reg_maps->u.texcoord_mask[idx] |= ins.dst[i].write_mask;
                              if (reg_maps->output_registers & (1u << idx))
                              {
                                  output_signature_elements[idx].mask |= ins.dst[i].write_mask;
                              }
                              else
                              {
                                  reg_maps->output_registers |= 1u << idx;
                                  shader_signature_from_usage(&output_signature_elements[idx],
                                          WINED3D_DECL_USAGE_TEXCOORD, idx, idx, ins.dst[i].write_mask);
                              }
                              break;
  
                          default:
                              break;
                      }
                  }
  
                  if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
                  {
                      if (ins.dst[i].reg.type == WINED3DSPR_COLOROUT && !ins.dst[i].reg.idx[0].offset)
                      {
                          /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
                           * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
                           * the mov and perform the sRGB write correction from the source register.
                           *
                           * However, if the mov is only partial, we can't do this, and if the write
                           * comes from an instruction other than MOV it is hard to do as well. If
                           * COLOROUT 0 is overwritten partially later, the marker is dropped again. */
                          shader->u.ps.color0_mov = FALSE;
                          if (ins.handler_idx == WINED3DSIH_MOV
                                  && ins.dst[i].write_mask == WINED3DSP_WRITEMASK_ALL)
                          {
                              /* Used later when the source register is read. */
                              color0_mov = TRUE;
                          }
                      }
                      /* Also drop the MOV marker if the source register is overwritten prior to the shader
                       * end
                       */
                      else if (ins.dst[i].reg.type == WINED3DSPR_TEMP
                              && ins.dst[i].reg.idx[0].offset == shader->u.ps.color0_reg)
                      {
                          shader->u.ps.color0_mov = FALSE;
                      }
                  }
  
                  /* Declare 1.x samplers implicitly, based on the destination reg. number. */
                  if (shader_version.major == 1
                          && (ins.handler_idx == WINED3DSIH_TEX
                              || ins.handler_idx == WINED3DSIH_TEXBEM
                              || ins.handler_idx == WINED3DSIH_TEXBEML
                              || ins.handler_idx == WINED3DSIH_TEXDP3TEX
                              || ins.handler_idx == WINED3DSIH_TEXM3x2TEX
                              || ins.handler_idx == WINED3DSIH_TEXM3x3SPEC
                              || ins.handler_idx == WINED3DSIH_TEXM3x3TEX
                              || ins.handler_idx == WINED3DSIH_TEXM3x3VSPEC
                              || ins.handler_idx == WINED3DSIH_TEXREG2AR
                              || ins.handler_idx == WINED3DSIH_TEXREG2GB
                              || ins.handler_idx == WINED3DSIH_TEXREG2RGB))
                  {
                      unsigned int reg_idx = ins.dst[i].reg.idx[0].offset;
  
                      if (reg_idx >= ARRAY_SIZE(reg_maps->resource_info))
                      {
                          WARN("Invalid 1.x sampler index %u.\n", reg_idx);
                          continue;
                      }
  
                      TRACE("Setting fake 2D resource for 1.x pixelshader.\n");
                      reg_maps->resource_info[reg_idx].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
                      reg_maps->resource_info[reg_idx].data_type = WINED3D_DATA_FLOAT;
                      shader_record_sample(reg_maps, reg_idx, reg_idx, reg_idx);
  
                      /* texbem is only valid with < 1.4 pixel shaders */
                      if (ins.handler_idx == WINED3DSIH_TEXBEM
                              || ins.handler_idx == WINED3DSIH_TEXBEML)
                      {
                          reg_maps->bumpmat |= 1u << reg_idx;
                          if (ins.handler_idx == WINED3DSIH_TEXBEML)
                          {
                              reg_maps->luminanceparams |= 1u << reg_idx;
                          }
                      }
                  }
                  else if (ins.handler_idx == WINED3DSIH_BEM)
                  {
                      reg_maps->bumpmat |= 1u << ins.dst[i].reg.idx[0].offset;
                  }
              }
  
              if (ins.handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC || ins.handler_idx == WINED3DSIH_IMM_ATOMIC_CONSUME)
              {
                  unsigned int reg_idx = ins.src[0].reg.idx[0].offset;
                  if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
                  {
                      ERR("Invalid UAV index %u.\n", reg_idx);
                      break;
                  }
                  reg_maps->uav_counter_mask |= (1u << reg_idx);
              }
              else if ((WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
                      || (WINED3DSIH_IMM_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR)
                      || (ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_UAV)
                      || ins.handler_idx == WINED3DSIH_LD_UAV_TYPED
                      || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_UAV)
                      || (ins.handler_idx == WINED3DSIH_LD_STRUCTURED && ins.src[2].reg.type == WINED3DSPR_UAV))
              {
                  unsigned int reg_idx;
                  if (ins.handler_idx == WINED3DSIH_LD_UAV_TYPED || ins.handler_idx == WINED3DSIH_LD_RAW)
                      reg_idx = ins.src[1].reg.idx[0].offset;
                  else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED)
                      reg_idx = ins.src[2].reg.idx[0].offset;
                  else if (WINED3DSIH_ATOMIC_AND <= ins.handler_idx && ins.handler_idx <= WINED3DSIH_ATOMIC_XOR)
                      reg_idx = ins.dst[0].reg.idx[0].offset;
                  else if (ins.handler_idx == WINED3DSIH_BUFINFO)
                      reg_idx = ins.src[0].reg.idx[0].offset;
                  else
                      reg_idx = ins.dst[1].reg.idx[0].offset;
                  if (reg_idx >= MAX_UNORDERED_ACCESS_VIEWS)
                  {
                      ERR("Invalid UAV index %u.\n", reg_idx);
                      break;
                  }
                  reg_maps->uav_read_mask |= (1u << reg_idx);
              }
              else if (ins.handler_idx == WINED3DSIH_NRM)
              {
                  reg_maps->usesnrm = 1;
              }
              else if (ins.handler_idx == WINED3DSIH_DSY
                      || ins.handler_idx == WINED3DSIH_DSY_COARSE
                      || ins.handler_idx == WINED3DSIH_DSY_FINE)
              {
                  reg_maps->usesdsy = 1;
              }
              else if (ins.handler_idx == WINED3DSIH_DSX
                      || ins.handler_idx == WINED3DSIH_DSX_COARSE
                      || ins.handler_idx == WINED3DSIH_DSX_FINE)
              {
                  reg_maps->usesdsx = 1;
              }
              else if (ins.handler_idx == WINED3DSIH_TEXLDD) reg_maps->usestexldd = 1;
              else if (ins.handler_idx == WINED3DSIH_TEXLDL) reg_maps->usestexldl = 1;
              else if (ins.handler_idx == WINED3DSIH_MOVA) reg_maps->usesmova = 1;
              else if (ins.handler_idx == WINED3DSIH_IFC) reg_maps->usesifc = 1;
              else if (ins.handler_idx == WINED3DSIH_CALL) reg_maps->usescall = 1;
              else if (ins.handler_idx == WINED3DSIH_POW) reg_maps->usespow = 1;
              else if (ins.handler_idx == WINED3DSIH_LOOP
                      || ins.handler_idx == WINED3DSIH_REP)
              {
                  ++cur_loop_depth;
                  if (cur_loop_depth > max_loop_depth)
                      max_loop_depth = cur_loop_depth;
              }
              else if (ins.handler_idx == WINED3DSIH_ENDLOOP
                      || ins.handler_idx == WINED3DSIH_ENDREP)
              {
                  --cur_loop_depth;
              }
              else if (ins.handler_idx == WINED3DSIH_GATHER4
                      || ins.handler_idx == WINED3DSIH_GATHER4_C
                      || ins.handler_idx == WINED3DSIH_SAMPLE
                      || ins.handler_idx == WINED3DSIH_SAMPLE_B
                      || ins.handler_idx == WINED3DSIH_SAMPLE_C
                      || ins.handler_idx == WINED3DSIH_SAMPLE_C_LZ
                      || ins.handler_idx == WINED3DSIH_SAMPLE_GRAD
                      || ins.handler_idx == WINED3DSIH_SAMPLE_LOD)
              {
                  shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
                          ins.src[2].reg.idx[0].offset, reg_maps->sampler_map.count);
              }
              else if (ins.handler_idx == WINED3DSIH_GATHER4_PO
                      || ins.handler_idx == WINED3DSIH_GATHER4_PO_C)
              {
                  shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
                          ins.src[3].reg.idx[0].offset, reg_maps->sampler_map.count);
              }
              else if ((ins.handler_idx == WINED3DSIH_BUFINFO && ins.src[0].reg.type == WINED3DSPR_RESOURCE)
                      || (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && 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_LD2DMS
                      || (ins.handler_idx == WINED3DSIH_LD_RAW && ins.src[1].reg.type == WINED3DSPR_RESOURCE)
                      || (ins.handler_idx == WINED3DSIH_RESINFO && ins.src[1].reg.type == WINED3DSPR_RESOURCE))
              {
                  shader_record_sample(reg_maps, ins.src[1].reg.idx[0].offset,
                          WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
              }
              else if (ins.handler_idx == WINED3DSIH_LD_STRUCTURED
                      && ins.src[2].reg.type == WINED3DSPR_RESOURCE)
              {
                  shader_record_sample(reg_maps, ins.src[2].reg.idx[0].offset,
                          WINED3D_SAMPLER_DEFAULT, reg_maps->sampler_map.count);
              }
  
              if (ins.predicate)
                  if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
                          shader_version.type, constf_size))
                      return WINED3DERR_INVALIDCALL;
  
              for (i = 0; i < ins.src_count; ++i)
              {
                  unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
                  struct wined3d_shader_register reg = ins.src[i].reg;
  
                  if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
                          shader_version.type, constf_size))
                      return WINED3DERR_INVALIDCALL;
                  while (count)
                  {
                      ++reg.idx[0].offset;
                      if (!shader_record_register_usage(shader, reg_maps, &reg,
                              shader_version.type, constf_size))
                          return WINED3DERR_INVALIDCALL;
                      --count;
                  }
  
                  if (color0_mov)
                  {
                      if (ins.src[i].reg.type == WINED3DSPR_TEMP
                              && ins.src[i].swizzle == WINED3DSP_NOSWIZZLE)
                      {
                          shader->u.ps.color0_mov = TRUE;
                          shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
                      }
                  }
              }
          }
  
          prev_ins = current_ins;
      }
      reg_maps->loop_depth = max_loop_depth;
  
      if (phase)
      {
          phase->end = prev_ins;
          phase = NULL;
      }
  
      /* PS before 2.0 don't have explicit color outputs. Instead the value of
       * R0 is written to the render target. */
      if (shader_version.major < 2 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
          reg_maps->rt_mask |= (1u << 0);
  
      if (input_signature->elements)
      {
          for (i = 0; i < input_signature->element_count; ++i)
          {
              if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
              {
                  if (input_signature->elements[i].register_idx >= ARRAY_SIZE(shader->u.vs.attributes))
                  {
                      WARN("Invalid input signature register index %u.\n", input_signature->elements[i].register_idx);
                      return WINED3DERR_INVALIDCALL;
                  }
              }
              else if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
              {
                  if (input_signature->elements[i].sysval_semantic == WINED3D_SV_POSITION)
                      reg_maps->vpos = 1;
                  else if (input_signature->elements[i].sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
                      reg_maps->usesfacing = 1;
              }
              reg_maps->input_registers |= 1u << input_signature->elements[i].register_idx;
          }
      }
      else if (!input_signature->elements && reg_maps->input_registers)
      {
          unsigned int count = wined3d_popcount(reg_maps->input_registers);
          struct wined3d_shader_signature_element *e;
          unsigned int i;
  
          if (!(input_signature->elements = heap_calloc(count, sizeof(*input_signature->elements))))
              return E_OUTOFMEMORY;
          input_signature->element_count = count;
  
          e = input_signature->elements;
          for (i = 0; i < ARRAY_SIZE(input_signature_elements); ++i)
          {
              if (!(reg_maps->input_registers & (1u << i)))
                  continue;
              input_signature_elements[i].register_idx = i;
              *e++ = input_signature_elements[i];
          }
      }
  
      if (output_signature->elements)
      {
          if (FAILED(hr = shader_scan_output_signature(shader)))
              return hr;
      }
      else if (reg_maps->output_registers)
      {
          unsigned int count = wined3d_popcount(reg_maps->output_registers);
          struct wined3d_shader_signature_element *e;
  
          if (!(output_signature->elements = heap_calloc(count, sizeof(*output_signature->elements))))
              return E_OUTOFMEMORY;
          output_signature->element_count = count;
  
          e = output_signature->elements;
          for (i = 0; i < ARRAY_SIZE(output_signature_elements); ++i)
          {
              if (!(reg_maps->output_registers & (1u << i)))
                  continue;
              *e++ = output_signature_elements[i];
          }
      }
  
      return WINED3D_OK;
  }
  
  static void shader_cleanup_reg_maps(struct wined3d_shader_reg_maps *reg_maps)
  {
      struct wined3d_shader_indexable_temp *reg, *reg_next;
  
      heap_free(reg_maps->constf);
      heap_free(reg_maps->sampler_map.entries);
  
      LIST_FOR_EACH_ENTRY_SAFE(reg, reg_next, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
          heap_free(reg);
      list_init(&reg_maps->indexable_temps);
  
      heap_free(reg_maps->tgsm);
  }
  
  unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max)
  {
      DWORD map = 1u << max;
      map |= map - 1;
      map &= reg_maps->shader_version.major < 3 ? ~reg_maps->texcoord : ~reg_maps->input_registers;
  
      return wined3d_log2i(map);
  }
  
  static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
  {
      if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
      {
          shader_addline(buffer, "refactoringAllowed");
          global_flags &= ~WINED3DSGF_REFACTORING_ALLOWED;
          if (global_flags)
              shader_addline(buffer, " | ");
      }
  
      if (global_flags & WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL)
      {
          shader_addline(buffer, "forceEarlyDepthStencil");
          global_flags &= ~WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL;
          if (global_flags)
              shader_addline(buffer, " | ");
      }
  
      if (global_flags & WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS)
      {
          shader_addline(buffer, "enableRawAndStructuredBuffers");
          global_flags &= ~WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS;
      }
  
      if (global_flags)
          shader_addline(buffer, "unknown_flags(%#x)", global_flags);
  }
  
  static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
  {
      if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
      {
          shader_addline(buffer, "_g");
          sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
      }
      if (sync_flags & WINED3DSSF_THREAD_GROUP)
      {
          shader_addline(buffer, "_t");
          sync_flags &= ~WINED3DSSF_THREAD_GROUP;
      }
  
      if (sync_flags)
          shader_addline(buffer, "_unknown_flags(%#x)", sync_flags);
  }
  
  static void shader_dump_precise_flags(struct wined3d_string_buffer *buffer, DWORD flags)
  {
      if (!(flags & WINED3DSI_PRECISE_XYZW))
          return;
  
      shader_addline(buffer, " [precise");
      if (flags != WINED3DSI_PRECISE_XYZW)
      {
          shader_addline(buffer, "(%s%s%s%s)",
                  flags & WINED3DSI_PRECISE_X ? "x" : "",
                  flags & WINED3DSI_PRECISE_Y ? "y" : "",
                  flags & WINED3DSI_PRECISE_Z ? "z" : "",
                  flags & WINED3DSI_PRECISE_W ? "w" : "");
      }
      shader_addline(buffer, "]");
  }
  
  static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
  {
      if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
      {
          shader_addline(buffer, "_glc");
          uav_flags &= ~WINED3DSUF_GLOBALLY_COHERENT;
      }
      if (uav_flags & WINED3DSUF_ORDER_PRESERVING_COUNTER)
      {
          shader_addline(buffer, "_opc");
          uav_flags &= ~WINED3DSUF_ORDER_PRESERVING_COUNTER;
      }
  
      if (uav_flags)
          shader_addline(buffer, "_unknown_flags(%#x)", uav_flags);
  }
  
  static void shader_dump_tessellator_domain(struct wined3d_string_buffer *buffer,
          enum wined3d_tessellator_domain domain)
  {
      switch (domain)
      {
          case WINED3D_TESSELLATOR_DOMAIN_LINE:
              shader_addline(buffer, "line");
              break;
          case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
              shader_addline(buffer, "triangle");
              break;
          case WINED3D_TESSELLATOR_DOMAIN_QUAD:
              shader_addline(buffer, "quad");
              break;
          default:
              shader_addline(buffer, "unknown_tessellator_domain(%#x)", domain);
              break;
      }
  }
  
  static void shader_dump_tessellator_output_primitive(struct wined3d_string_buffer *buffer,
          enum wined3d_tessellator_output_primitive output_primitive)
  {
      switch (output_primitive)
      {
          case WINED3D_TESSELLATOR_OUTPUT_POINT:
              shader_addline(buffer, "point");
              break;
          case WINED3D_TESSELLATOR_OUTPUT_LINE:
              shader_addline(buffer, "line");
              break;
          case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
              shader_addline(buffer, "triangle_cw");
              break;
          case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
              shader_addline(buffer, "triangle_ccw");
              break;
          default:
              shader_addline(buffer, "unknown_tessellator_output_primitive(%#x)", output_primitive);
              break;
      }
  }
  
  static void shader_dump_tessellator_partitioning(struct wined3d_string_buffer *buffer,
          enum wined3d_tessellator_partitioning partitioning)
  {
      switch (partitioning)
      {
          case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
              shader_addline(buffer, "integer");
              break;
          case WINED3D_TESSELLATOR_PARTITIONING_POW2:
              shader_addline(buffer, "pow2");
              break;
          case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
              shader_addline(buffer, "fractional_odd");
              break;
          case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
              shader_addline(buffer, "fractional_even");
              break;
          default:
              shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
              break;
      }
  }
  
  static void shader_dump_shader_input_sysval_semantic(struct wined3d_string_buffer *buffer,
          enum wined3d_shader_input_sysval_semantic semantic)
  {
      unsigned int i;
  
      for (i = 0; i < ARRAY_SIZE(shader_input_sysval_semantic_names); ++i)
      {
          if (shader_input_sysval_semantic_names[i].sysval_semantic == semantic)
          {
              shader_addline(buffer, "%s", shader_input_sysval_semantic_names[i].sysval_name);
              return;
          }
      }
  
      shader_addline(buffer, "unknown_shader_input_sysval_semantic(%#x)", semantic);
  }
  
  static void shader_dump_decl_usage(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_semantic *semantic, unsigned int flags,
          const struct wined3d_shader_version *shader_version)
  {
      shader_addline(buffer, "dcl");
  
      if (semantic->reg.reg.type == WINED3DSPR_SAMPLER)
      {
          switch (semantic->resource_type)
          {
              case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
                  shader_addline(buffer, "_2d");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
                  shader_addline(buffer, "_3d");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
                  shader_addline(buffer, "_cube");
                  break;
  
              default:
                  shader_addline(buffer, "_unknown_resource_type(%#x)", semantic->resource_type);
                  break;
          }
      }
      else if (semantic->reg.reg.type == WINED3DSPR_RESOURCE || semantic->reg.reg.type == WINED3DSPR_UAV)
      {
          if (semantic->reg.reg.type == WINED3DSPR_RESOURCE)
              shader_addline(buffer, "_resource_");
          else
              shader_addline(buffer, "_uav_");
          switch (semantic->resource_type)
          {
              case WINED3D_SHADER_RESOURCE_BUFFER:
                  shader_addline(buffer, "buffer");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
                  shader_addline(buffer, "texture1d");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
                  shader_addline(buffer, "texture2d");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
                  shader_addline(buffer, "texture2dms");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
                  shader_addline(buffer, "texture3d");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
                  shader_addline(buffer, "texturecube");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
                  shader_addline(buffer, "texture1darray");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
                  shader_addline(buffer, "texture2darray");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
                  shader_addline(buffer, "texture2dmsarray");
                  break;
  
              case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
                  shader_addline(buffer, "texturecubearray");
                  break;
  
              default:
                  shader_addline(buffer, "unknown");
                  break;
          }
          if (semantic->reg.reg.type == WINED3DSPR_UAV)
              shader_dump_uav_flags(buffer, flags);
          switch (semantic->resource_data_type)
          {
              case WINED3D_DATA_FLOAT:
                  shader_addline(buffer, " (float)");
                  break;
  
              case WINED3D_DATA_INT:
                  shader_addline(buffer, " (int)");
                  break;
  
              case WINED3D_DATA_UINT:
                  shader_addline(buffer, " (uint)");
                  break;
  
              case WINED3D_DATA_UNORM:
                  shader_addline(buffer, " (unorm)");
                  break;
  
              case WINED3D_DATA_SNORM:
                  shader_addline(buffer, " (snorm)");
                  break;
  
              default:
                  shader_addline(buffer, " (unknown)");
                  break;
          }
      }
      else
      {
          /* Pixel shaders 3.0 don't have usage semantics. */
          if (shader_version->major < 3 && shader_version->type == WINED3D_SHADER_TYPE_PIXEL)
              return;
          else
              shader_addline(buffer, "_");
  
          switch (semantic->usage)
          {
              case WINED3D_DECL_USAGE_POSITION:
                  shader_addline(buffer, "position%u", semantic->usage_idx);
                  break;
  
              case WINED3D_DECL_USAGE_BLEND_INDICES:
                  shader_addline(buffer, "blend");
                  break;
  
              case WINED3D_DECL_USAGE_BLEND_WEIGHT:
                  shader_addline(buffer, "weight");
                  break;
  
              case WINED3D_DECL_USAGE_NORMAL:
                  shader_addline(buffer, "normal%u", semantic->usage_idx);
                  break;
  
              case WINED3D_DECL_USAGE_PSIZE:
                  shader_addline(buffer, "psize");
                  break;
  
              case WINED3D_DECL_USAGE_COLOR:
                  if (!semantic->usage_idx)
                      shader_addline(buffer, "color");
                  else
                      shader_addline(buffer, "specular%u", (semantic->usage_idx - 1));
                  break;
  
              case WINED3D_DECL_USAGE_TEXCOORD:
                  shader_addline(buffer, "texture%u", semantic->usage_idx);
                  break;
  
              case WINED3D_DECL_USAGE_TANGENT:
                  shader_addline(buffer, "tangent");
                  break;
  
              case WINED3D_DECL_USAGE_BINORMAL:
                  shader_addline(buffer, "binormal");
                  break;
  
              case WINED3D_DECL_USAGE_TESS_FACTOR:
                  shader_addline(buffer, "tessfactor");
                  break;
  
              case WINED3D_DECL_USAGE_POSITIONT:
                  shader_addline(buffer, "positionT%u", semantic->usage_idx);
                  break;
  
              case WINED3D_DECL_USAGE_FOG:
                  shader_addline(buffer, "fog");
                  break;
  
              case WINED3D_DECL_USAGE_DEPTH:
                  shader_addline(buffer, "depth");
                  break;
  
              case WINED3D_DECL_USAGE_SAMPLE:
                  shader_addline(buffer, "sample");
                  break;
  
              default:
                  shader_addline(buffer, "<unknown_semantic(%#x)>", semantic->usage);
                  FIXME("Unrecognised semantic usage %#x.\n", semantic->usage);
          }
      }
  }
  
  static void shader_dump_register(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_register *reg, const struct wined3d_shader_version *shader_version)
  {
      static const char * const rastout_reg_names[] = {"oPos", "oFog", "oPts"};
      static const char * const misctype_reg_names[] = {"vPos", "vFace"};
      UINT offset = reg->idx[0].offset;
  
      switch (reg->type)
      {
          case WINED3DSPR_TEMP:
              shader_addline(buffer, "r");
              break;
  
          case WINED3DSPR_INPUT:
              shader_addline(buffer, "v");
              break;
  
          case WINED3DSPR_CONST:
          case WINED3DSPR_CONST2:
          case WINED3DSPR_CONST3:
          case WINED3DSPR_CONST4:
              shader_addline(buffer, "c");
              offset = shader_get_float_offset(reg->type, offset);
              break;
  
          case WINED3DSPR_TEXTURE: /* vs: case WINED3DSPR_ADDR */
              shader_addline(buffer, "%c", shader_version->type == WINED3D_SHADER_TYPE_PIXEL ? 't' : 'a');
              break;
  
          case WINED3DSPR_RASTOUT:
              shader_addline(buffer, "%s", rastout_reg_names[offset]);
              break;
  
          case WINED3DSPR_COLOROUT:
              shader_addline(buffer, "oC");
              break;
  
          case WINED3DSPR_DEPTHOUT:
              shader_addline(buffer, "oDepth");
              break;
  
          case WINED3DSPR_DEPTHOUTGE:
              shader_addline(buffer, "oDepthGE");
              break;
  
          case WINED3DSPR_DEPTHOUTLE:
              shader_addline(buffer, "oDepthLE");
              break;
  
          case WINED3DSPR_ATTROUT:
              shader_addline(buffer, "oD");
              break;
  
          case WINED3DSPR_TEXCRDOUT:
              /* Vertex shaders >= 3.0 use general purpose output registers
               * (WINED3DSPR_OUTPUT), which can include an address token. */
              if (shader_version->major >= 3)
                  shader_addline(buffer, "o");
              else
                  shader_addline(buffer, "oT");
              break;
  
          case WINED3DSPR_CONSTINT:
              shader_addline(buffer, "i");
              break;
  
          case WINED3DSPR_CONSTBOOL:
              shader_addline(buffer, "b");
              break;
  
          case WINED3DSPR_LABEL:
              shader_addline(buffer, "l");
              break;
  
          case WINED3DSPR_LOOP:
              shader_addline(buffer, "aL");
              break;
  
          case WINED3DSPR_SAMPLER:
              shader_addline(buffer, "s");
              break;
  
          case WINED3DSPR_MISCTYPE:
              if (offset > 1)
              {
                  FIXME("Unhandled misctype register %u.\n", offset);
                  shader_addline(buffer, "<unhandled misctype %#x>", offset);
              }
              else
              {
                  shader_addline(buffer, "%s", misctype_reg_names[offset]);
              }
              break;
  
          case WINED3DSPR_PREDICATE:
              shader_addline(buffer, "p");
              break;
  
          case WINED3DSPR_IMMCONST:
              shader_addline(buffer, "l");
              break;
  
          case WINED3DSPR_CONSTBUFFER:
              shader_addline(buffer, "cb");
              break;
  
          case WINED3DSPR_IMMCONSTBUFFER:
              shader_addline(buffer, "icb");
              break;
  
          case WINED3DSPR_PRIMID:
              shader_addline(buffer, "primID");
              break;
  
          case WINED3DSPR_NULL:
              shader_addline(buffer, "null");
              break;
  
          case WINED3DSPR_RASTERIZER:
              shader_addline(buffer, "rasterizer");
              break;
  
          case WINED3DSPR_RESOURCE:
              shader_addline(buffer, "t");
              break;
  
          case WINED3DSPR_UAV:
              shader_addline(buffer, "u");
              break;
  
          case WINED3DSPR_OUTPOINTID:
              shader_addline(buffer, "vOutputControlPointID");
              break;
  
          case WINED3DSPR_FORKINSTID:
              shader_addline(buffer, "vForkInstanceId");
              break;
  
          case WINED3DSPR_JOININSTID:
              shader_addline(buffer, "vJoinInstanceId");
              break;
  
          case WINED3DSPR_INCONTROLPOINT:
              shader_addline(buffer, "vicp");
              break;
  
          case WINED3DSPR_OUTCONTROLPOINT:
              shader_addline(buffer, "vocp");
              break;
  
          case WINED3DSPR_PATCHCONST:
              shader_addline(buffer, "vpc");
              break;
  
          case WINED3DSPR_TESSCOORD:
              shader_addline(buffer, "vDomainLocation");
              break;
  
          case WINED3DSPR_GROUPSHAREDMEM:
              shader_addline(buffer, "g");
              break;
  
          case WINED3DSPR_THREADID:
              shader_addline(buffer, "vThreadID");
              break;
  
          case WINED3DSPR_THREADGROUPID:
              shader_addline(buffer, "vThreadGroupID");
              break;
  
          case WINED3DSPR_LOCALTHREADID:
              shader_addline(buffer, "vThreadIDInGroup");
              break;
  
          case WINED3DSPR_LOCALTHREADINDEX:
              shader_addline(buffer, "vThreadIDInGroupFlattened");
              break;
  
          case WINED3DSPR_IDXTEMP:
              shader_addline(buffer, "x");
              break;
  
          case WINED3DSPR_STREAM:
              shader_addline(buffer, "m");
              break;
  
          case WINED3DSPR_FUNCTIONBODY:
              shader_addline(buffer, "fb");
              break;
  
          case WINED3DSPR_FUNCTIONPOINTER:
              shader_addline(buffer, "fp");
              break;
  
          case WINED3DSPR_COVERAGE:
              shader_addline(buffer, "vCoverage");
              break;
  
          case WINED3DSPR_SAMPLEMASK:
              shader_addline(buffer, "oMask");
              break;
  
          case WINED3DSPR_GSINSTID:
              shader_addline(buffer, "vGSInstanceID");
              break;
  
          default:
              shader_addline(buffer, "<unhandled_rtype(%#x)>", reg->type);
              break;
      }
  
      if (reg->type == WINED3DSPR_IMMCONST)
      {
          shader_addline(buffer, "(");
          switch (reg->immconst_type)
          {
              case WINED3D_IMMCONST_SCALAR:
                  switch (reg->data_type)
                  {
                      case WINED3D_DATA_FLOAT:
                          shader_addline(buffer, "%.8e", *(const float *)reg->u.immconst_data);
                          break;
                      case WINED3D_DATA_INT:
                          shader_addline(buffer, "%d", reg->u.immconst_data[0]);
                          break;
                      case WINED3D_DATA_RESOURCE:
                      case WINED3D_DATA_SAMPLER:
                      case WINED3D_DATA_UINT:
                          shader_addline(buffer, "%u", reg->u.immconst_data[0]);
                          break;
                      default:
                          shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
                          break;
                  }
                  break;
  
              case WINED3D_IMMCONST_VEC4:
                  switch (reg->data_type)
                  {
                      case WINED3D_DATA_FLOAT:
                          shader_addline(buffer, "%.8e, %.8e, %.8e, %.8e",
                                  *(const float *)&reg->u.immconst_data[0], *(const float *)&reg->u.immconst_data[1],
                                  *(const float *)&reg->u.immconst_data[2], *(const float *)&reg->u.immconst_data[3]);
                          break;
                      case WINED3D_DATA_INT:
                          shader_addline(buffer, "%d, %d, %d, %d",
                                  reg->u.immconst_data[0], reg->u.immconst_data[1],
                                  reg->u.immconst_data[2], reg->u.immconst_data[3]);
                          break;
                      case WINED3D_DATA_RESOURCE:
                      case WINED3D_DATA_SAMPLER:
                      case WINED3D_DATA_UINT:
                          shader_addline(buffer, "%u, %u, %u, %u",
                                  reg->u.immconst_data[0], reg->u.immconst_data[1],
                                  reg->u.immconst_data[2], reg->u.immconst_data[3]);
                          break;
                      default:
                          shader_addline(buffer, "<unhandled data type %#x>", reg->data_type);
                          break;
                  }
                  break;
  
              default:
                  shader_addline(buffer, "<unhandled immconst_type %#x>", reg->immconst_type);
                  break;
          }
          shader_addline(buffer, ")");
      }
      else if (reg->type != WINED3DSPR_RASTOUT
              && reg->type != WINED3DSPR_MISCTYPE
              && reg->type != WINED3DSPR_NULL)
      {
          if (offset != ~0u)
          {
              shader_addline(buffer, "[");
              if (reg->idx[0].rel_addr)
              {
                  shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
                  shader_addline(buffer, " + ");
              }
              shader_addline(buffer, "%u]", offset);
  
              if (reg->idx[1].offset != ~0u)
              {
                  shader_addline(buffer, "[");
                  if (reg->idx[1].rel_addr)
                  {
                      shader_dump_src_param(buffer, reg->idx[1].rel_addr, shader_version);
                      shader_addline(buffer, " + ");
                  }
                  shader_addline(buffer, "%u]", reg->idx[1].offset);
              }
          }
  
          if (reg->type == WINED3DSPR_FUNCTIONPOINTER)
              shader_addline(buffer, "[%u]", reg->u.fp_body_idx);
      }
  }
  
  static void shader_dump_dst_param(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version)
  {
      DWORD write_mask = param->write_mask;
  
      shader_dump_register(buffer, &param->reg, shader_version);
  
      if (write_mask && write_mask != WINED3DSP_WRITEMASK_ALL)
      {
          static const char write_mask_chars[] = "xyzw";
  
          shader_addline(buffer, ".");
          if (write_mask & WINED3DSP_WRITEMASK_0)
              shader_addline(buffer, "%c", write_mask_chars[0]);
          if (write_mask & WINED3DSP_WRITEMASK_1)
              shader_addline(buffer, "%c", write_mask_chars[1]);
          if (write_mask & WINED3DSP_WRITEMASK_2)
              shader_addline(buffer, "%c", write_mask_chars[2]);
          if (write_mask & WINED3DSP_WRITEMASK_3)
              shader_addline(buffer, "%c", write_mask_chars[3]);
      }
  }
  
  static void shader_dump_src_param(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version)
  {
      enum wined3d_shader_src_modifier src_modifier = param->modifiers;
      DWORD swizzle = param->swizzle;
  
      if (src_modifier == WINED3DSPSM_NEG
              || src_modifier == WINED3DSPSM_BIASNEG
              || src_modifier == WINED3DSPSM_SIGNNEG
              || src_modifier == WINED3DSPSM_X2NEG
              || src_modifier == WINED3DSPSM_ABSNEG)
          shader_addline(buffer, "-");
      else if (src_modifier == WINED3DSPSM_COMP)
          shader_addline(buffer, "1-");
      else if (src_modifier == WINED3DSPSM_NOT)
          shader_addline(buffer, "!");
  
      if (src_modifier == WINED3DSPSM_ABS || src_modifier == WINED3DSPSM_ABSNEG)
          shader_addline(buffer, "abs(");
  
      shader_dump_register(buffer, &param->reg, shader_version);
  
      switch (src_modifier)
      {
          case WINED3DSPSM_NONE:    break;
          case WINED3DSPSM_NEG:     break;
          case WINED3DSPSM_NOT:     break;
          case WINED3DSPSM_BIAS:    shader_addline(buffer, "_bias"); break;
          case WINED3DSPSM_BIASNEG: shader_addline(buffer, "_bias"); break;
          case WINED3DSPSM_SIGN:    shader_addline(buffer, "_bx2"); break;
          case WINED3DSPSM_SIGNNEG: shader_addline(buffer, "_bx2"); break;
          case WINED3DSPSM_COMP:    break;
          case WINED3DSPSM_X2:      shader_addline(buffer, "_x2"); break;
          case WINED3DSPSM_X2NEG:   shader_addline(buffer, "_x2"); break;
          case WINED3DSPSM_DZ:      shader_addline(buffer, "_dz"); break;
          case WINED3DSPSM_DW:      shader_addline(buffer, "_dw"); break;
          case WINED3DSPSM_ABSNEG:  shader_addline(buffer, ")"); break;
          case WINED3DSPSM_ABS:     shader_addline(buffer, ")"); break;
          default:                  shader_addline(buffer, "_unknown_modifier(%#x)", src_modifier);
      }
  
      if (swizzle != WINED3DSP_NOSWIZZLE)
      {
          static const char swizzle_chars[] = "xyzw";
          DWORD swizzle_x = swizzle & 0x03;
          DWORD swizzle_y = (swizzle >> 2) & 0x03;
          DWORD swizzle_z = (swizzle >> 4) & 0x03;
          DWORD swizzle_w = (swizzle >> 6) & 0x03;
  
          if (swizzle_x == swizzle_y
                  && swizzle_x == swizzle_z
                  && swizzle_x == swizzle_w)
          {
              shader_addline(buffer, ".%c", swizzle_chars[swizzle_x]);
          }
          else
          {
              shader_addline(buffer, ".%c%c%c%c", swizzle_chars[swizzle_x], swizzle_chars[swizzle_y],
                      swizzle_chars[swizzle_z], swizzle_chars[swizzle_w]);
          }
      }
  }
  
  /* Shared code in order to generate the bulk of the shader string. */
  HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
          const DWORD *start, const DWORD *end)
  {
      struct wined3d_device *device = shader->device;
      const struct wined3d_shader_frontend *fe = shader->frontend;
      void *fe_data = shader->frontend_data;
      struct wined3d_shader_version shader_version;
      struct wined3d_shader_parser_state state;
      struct wined3d_shader_instruction ins;
      struct wined3d_shader_tex_mx tex_mx;
      struct wined3d_shader_context ctx;
      const DWORD *ptr;
  
      /* Initialize current parsing state. */
      tex_mx.current_row = 0;
      state.current_loop_depth = 0;
      state.current_loop_reg = 0;
      state.in_subroutine = FALSE;
  
      ctx.shader = shader;
      ctx.gl_info = &device->adapter->gl_info;
      ctx.reg_maps = reg_maps;
      ctx.buffer = buffer;
      ctx.tex_mx = &tex_mx;
      ctx.state = &state;
      ctx.backend_data = backend_ctx;
      ins.ctx = &ctx;
  
      fe->shader_read_header(fe_data, &ptr, &shader_version);
      if (start)
          ptr = start;
  
      while (!fe->shader_is_end(fe_data, &ptr) && ptr != end)
      {
          /* Read opcode. */
          fe->shader_read_instruction(fe_data, &ptr, &ins);
  
          /* Unknown opcode and its parameters. */
          if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
          {
              WARN("Encountered unrecognised or invalid instruction.\n");
              return WINED3DERR_INVALIDCALL;
          }
  
          if (ins.predicate)
              FIXME("Predicates not implemented.\n");
  
          /* Call appropriate function for output target */
          device->shader_backend->shader_handle_instruction(&ins);
      }
  
      return WINED3D_OK;
  }
  
  static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_dst_param *dst)
  {
      DWORD mmask = dst->modifiers;
  
      switch (dst->shift)
      {
          case 0: break;
          case 13: shader_addline(buffer, "_d8"); break;
          case 14: shader_addline(buffer, "_d4"); break;
          case 15: shader_addline(buffer, "_d2"); break;
          case 1: shader_addline(buffer, "_x2"); break;
          case 2: shader_addline(buffer, "_x4"); break;
          case 3: shader_addline(buffer, "_x8"); break;
          default: shader_addline(buffer, "_unhandled_shift(%d)", dst->shift); break;
      }
  
      if (mmask & WINED3DSPDM_SATURATE)         shader_addline(buffer, "_sat");
      if (mmask & WINED3DSPDM_PARTIALPRECISION) shader_addline(buffer, "_pp");
      if (mmask & WINED3DSPDM_MSAMPCENTROID)    shader_addline(buffer, "_centroid");
  
      mmask &= ~(WINED3DSPDM_SATURATE | WINED3DSPDM_PARTIALPRECISION | WINED3DSPDM_MSAMPCENTROID);
      if (mmask) FIXME("Unrecognised modifier %#x.\n", mmask);
  }
  
  static void shader_dump_primitive_type(struct wined3d_string_buffer *buffer,
          const struct wined3d_shader_primitive_type *primitive_type)
  {
      switch (primitive_type->type)
      {
          case WINED3D_PT_UNDEFINED:
              shader_addline(buffer, "undefined");
              break;
          case WINED3D_PT_POINTLIST:
              shader_addline(buffer, "pointlist");
              break;
          case WINED3D_PT_LINELIST:
              shader_addline(buffer, "linelist");
              break;
          case WINED3D_PT_LINESTRIP:
              shader_addline(buffer, "linestrip");
              break;
          case WINED3D_PT_TRIANGLELIST:
              shader_addline(buffer, "trianglelist");
              break;
          case WINED3D_PT_TRIANGLESTRIP:
              shader_addline(buffer, "trianglestrip");
              break;
          case WINED3D_PT_TRIANGLEFAN:
              shader_addline(buffer, "trianglefan");
              break;
          case WINED3D_PT_LINELIST_ADJ:
              shader_addline(buffer, "linelist_adj");
              break;
          case WINED3D_PT_LINESTRIP_ADJ:
              shader_addline(buffer, "linestrip_adj");
              break;
          case WINED3D_PT_TRIANGLELIST_ADJ:
              shader_addline(buffer, "trianglelist_adj");
              break;
          case WINED3D_PT_TRIANGLESTRIP_ADJ:
              shader_addline(buffer, "trianglestrip_adj");
              break;
          case WINED3D_PT_PATCH:
              shader_addline(buffer, "patch%u", primitive_type->patch_vertex_count);
              break;
          default:
              shader_addline(buffer, "<unrecognized_primitive_type %#x>", primitive_type->type);
              break;
      }
  }
  
  static void shader_dump_interpolation_mode(struct wined3d_string_buffer *buffer,
          enum wined3d_shader_interpolation_mode interpolation_mode)
  {
      switch (interpolation_mode)
      {
          case WINED3DSIM_CONSTANT:
              shader_addline(buffer, "constant");
              break;
          case WINED3DSIM_LINEAR:
              shader_addline(buffer, "linear");
              break;
          case WINED3DSIM_LINEAR_CENTROID:
              shader_addline(buffer, "linear centroid");
              break;
          case WINED3DSIM_LINEAR_NOPERSPECTIVE:
              shader_addline(buffer, "linear noperspective");
              break;
          case WINED3DSIM_LINEAR_SAMPLE:
              shader_addline(buffer, "linear sample");
              break;
          case WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID:
              shader_addline(buffer, "linear noperspective centroid");
              break;
          case WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE:
              shader_addline(buffer, "linear noperspective sample");
              break;
          default:
              shader_addline(buffer, "<unrecognized_interpolation_mode %#x>", interpolation_mode);
              break;
      }
  }
  
  static void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data)
  {
      struct wined3d_shader_version shader_version;
      struct wined3d_string_buffer buffer;
      const char *type_prefix;
      const char *p, *q;
      const DWORD *ptr;
      DWORD i;
  
      if (!string_buffer_init(&buffer))
      {
          ERR("Failed to initialize string buffer.\n");
          return;
      }
  
      fe->shader_read_header(fe_data, &ptr, &shader_version);
  
      TRACE("Parsing %p.\n", ptr);
  
      switch (shader_version.type)
      {
          case WINED3D_SHADER_TYPE_VERTEX:
              type_prefix = "vs";
              break;
  
          case WINED3D_SHADER_TYPE_HULL:
              type_prefix = "hs";
              break;
  
          case WINED3D_SHADER_TYPE_DOMAIN:
              type_prefix = "ds";
              break;
  
          case WINED3D_SHADER_TYPE_GEOMETRY:
              type_prefix = "gs";
              break;
  
          case WINED3D_SHADER_TYPE_PIXEL:
              type_prefix = "ps";
              break;
  
          case WINED3D_SHADER_TYPE_COMPUTE:
              type_prefix = "cs";
              break;
  
          default:
              FIXME("Unhandled shader type %#x.\n", shader_version.type);
              type_prefix = "unknown";
              break;
      }
  
      shader_addline(&buffer, "%s_%u_%u\n", type_prefix, shader_version.major, shader_version.minor);
  
      while (!fe->shader_is_end(fe_data, &ptr))
      {
          struct wined3d_shader_instruction ins;
  
          fe->shader_read_instruction(fe_data, &ptr, &ins);
          if (ins.handler_idx == WINED3DSIH_TABLE_SIZE)
          {
              WARN("Skipping unrecognized instruction.\n");
              shader_addline(&buffer, "<unrecognized instruction>\n");
              continue;
          }
  
          if (ins.handler_idx == WINED3DSIH_DCL || ins.handler_idx == WINED3DSIH_DCL_UAV_TYPED)
          {
              shader_dump_decl_usage(&buffer, &ins.declaration.semantic, ins.flags, &shader_version);
              shader_dump_ins_modifiers(&buffer, &ins.declaration.semantic.reg);
              shader_addline(&buffer, " ");
              shader_dump_dst_param(&buffer, &ins.declaration.semantic.reg, &shader_version);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_CONSTANT_BUFFER)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_src_param(&buffer, &ins.declaration.src, &shader_version);
              shader_addline(&buffer, ", %s",
                      ins.flags & WINED3DSI_INDEXED_DYNAMIC ? "dynamicIndexed" : "immediateIndexed");
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_BODY)
          {
              shader_addline(&buffer, "%s fb%u",
                      shader_opcode_names[ins.handler_idx], ins.declaration.index);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_FUNCTION_TABLE)
          {
              shader_addline(&buffer, "%s ft%u = {...}",
                      shader_opcode_names[ins.handler_idx], ins.declaration.index);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_GLOBAL_FLAGS)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_global_flags(&buffer, ins.flags);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_HS_MAX_TESSFACTOR)
          {
              shader_addline(&buffer, "%s %.8e", shader_opcode_names[ins.handler_idx],
                      ins.declaration.max_tessellation_factor);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER)
          {
              shader_addline(&buffer, "%s {\n", shader_opcode_names[ins.handler_idx]);
              for (i = 0; i < ins.declaration.icb->vec4_count; ++i)
              {
                  shader_addline(&buffer, "    {0x%08x, 0x%08x, 0x%08x, 0x%08x},\n",
                          ins.declaration.icb->data[4 * i + 0],
                          ins.declaration.icb->data[4 * i + 1],
                          ins.declaration.icb->data[4 * i + 2],
                          ins.declaration.icb->data[4 * i + 3]);
              }
              shader_addline(&buffer, "}");
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INDEX_RANGE)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.index_range.first_register, &shader_version);
              shader_addline(&buffer, " %u", ins.declaration.index_range.last_register);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INDEXABLE_TEMP)
          {
              shader_addline(&buffer, "%s x[%u][%u], %u", shader_opcode_names[ins.handler_idx],
                      ins.declaration.indexable_temp.register_idx,
                      ins.declaration.indexable_temp.register_size,
                      ins.declaration.indexable_temp.component_count);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_interpolation_mode(&buffer, ins.flags);
              shader_addline(&buffer, " ");
              shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SGV
                  || ins.handler_idx == WINED3DSIH_DCL_INPUT_SGV
                  || ins.handler_idx == WINED3DSIH_DCL_INPUT_SIV
                  || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_SIV)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
              shader_addline(&buffer, ", ");
              shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PS_SIV)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_interpolation_mode(&buffer, ins.flags);
              shader_addline(&buffer, " ");
              shader_dump_dst_param(&buffer, &ins.declaration.register_semantic.reg, &shader_version);
              shader_addline(&buffer, ", ");
              shader_dump_shader_input_sysval_semantic(&buffer, ins.declaration.register_semantic.sysval_semantic);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT
                  || ins.handler_idx == WINED3DSIH_DCL_OUTPUT)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INPUT_PRIMITIVE
                  || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_TOPOLOGY)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_primitive_type(&buffer, &ins.declaration.primitive_type);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_INTERFACE)
          {
              shader_addline(&buffer, "%s fp[%u][%u][%u] = {...}",
                      shader_opcode_names[ins.handler_idx], ins.declaration.fp.index,
                      ins.declaration.fp.array_size, ins.declaration.fp.body_count);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_RAW)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_RESOURCE_STRUCTURED)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
              shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_SAMPLER)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
              if (ins.flags == WINED3DSI_SAMPLER_COMPARISON_MODE)
                  shader_addline(&buffer, ", comparisonMode");
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TEMPS
                  || ins.handler_idx == WINED3DSIH_DCL_GS_INSTANCES
                  || ins.handler_idx == WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
                  || ins.handler_idx == WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
                  || ins.handler_idx == WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
                  || ins.handler_idx == WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
                  || ins.handler_idx == WINED3DSIH_DCL_VERTICES_OUT)
          {
              shader_addline(&buffer, "%s %u", shader_opcode_names[ins.handler_idx], ins.declaration.count);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_DOMAIN)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_tessellator_domain(&buffer, ins.declaration.tessellator_domain);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_tessellator_output_primitive(&buffer, ins.declaration.tessellator_output_primitive);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TESSELLATOR_PARTITIONING)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_tessellator_partitioning(&buffer, ins.declaration.tessellator_partitioning);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_RAW)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.tgsm_raw.reg, &shader_version);
              shader_addline(&buffer, ", %u", ins.declaration.tgsm_raw.byte_count);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_TGSM_STRUCTURED)
          {
              shader_addline(&buffer, "%s ", shader_opcode_names[ins.handler_idx]);
              shader_dump_dst_param(&buffer, &ins.declaration.tgsm_structured.reg, &shader_version);
              shader_addline(&buffer, ", %u, %u", ins.declaration.tgsm_structured.byte_stride,
                      ins.declaration.tgsm_structured.structure_count);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_THREAD_GROUP)
          {
              shader_addline(&buffer, "%s %u, %u, %u", shader_opcode_names[ins.handler_idx],
                      ins.declaration.thread_group_size.x,
                      ins.declaration.thread_group_size.y,
                      ins.declaration.thread_group_size.z);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_UAV_RAW)
          {
              shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
              shader_dump_uav_flags(&buffer, ins.flags);
              shader_addline(&buffer, " ");
              shader_dump_dst_param(&buffer, &ins.declaration.dst, &shader_version);
          }
          else if (ins.handler_idx == WINED3DSIH_DCL_UAV_STRUCTURED)
          {
              shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
              shader_dump_uav_flags(&buffer, ins.flags);
              shader_addline(&buffer, " ");
              shader_dump_dst_param(&buffer, &ins.declaration.structured_resource.reg, &shader_version);
              shader_addline(&buffer, ", %u", ins.declaration.structured_resource.byte_stride);
          }
          else if (ins.handler_idx == WINED3DSIH_DEF)
          {
              shader_addline(&buffer, "def c%u = %.8e, %.8e, %.8e, %.8e", shader_get_float_offset(ins.dst[0].reg.type,
                      ins.dst[0].reg.idx[0].offset),
                      *(const float *)&ins.src[0].reg.u.immconst_data[0],
                      *(const float *)&ins.src[0].reg.u.immconst_data[1],
                      *(const float *)&ins.src[0].reg.u.immconst_data[2],
                      *(const float *)&ins.src[0].reg.u.immconst_data[3]);
          }
          else if (ins.handler_idx == WINED3DSIH_DEFI)
          {
              shader_addline(&buffer, "defi i%u = %d, %d, %d, %d", ins.dst[0].reg.idx[0].offset,
                      ins.src[0].reg.u.immconst_data[0],
                      ins.src[0].reg.u.immconst_data[1],
                      ins.src[0].reg.u.immconst_data[2],
                      ins.src[0].reg.u.immconst_data[3]);
          }
          else if (ins.handler_idx == WINED3DSIH_DEFB)
          {
              shader_addline(&buffer, "defb b%u = %s",
                      ins.dst[0].reg.idx[0].offset, ins.src[0].reg.u.immconst_data[0] ? "true" : "false");
          }
          else
          {
              if (ins.predicate)
              {
                  shader_addline(&buffer, "(");
                  shader_dump_src_param(&buffer, ins.predicate, &shader_version);
                  shader_addline(&buffer, ") ");
              }
  
              /* PixWin marks instructions with the coissue flag with a '+' */
              if (ins.coissue)
                  shader_addline(&buffer, "+");
  
              shader_addline(&buffer, "%s", shader_opcode_names[ins.handler_idx]);
  
              if (ins.handler_idx == WINED3DSIH_BREAKP
                      || ins.handler_idx == WINED3DSIH_CONTINUEP
                      || ins.handler_idx == WINED3DSIH_IF
                      || ins.handler_idx == WINED3DSIH_RETP
                      || ins.handler_idx == WINED3DSIH_TEXKILL)
              {
                  switch (ins.flags)
                  {
                      case WINED3D_SHADER_CONDITIONAL_OP_NZ: shader_addline(&buffer, "_nz"); break;
                      case WINED3D_SHADER_CONDITIONAL_OP_Z:  shader_addline(&buffer, "_z"); break;
                      default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags); break;
                  }
              }
              else if (ins.handler_idx == WINED3DSIH_IFC
                      || ins.handler_idx == WINED3DSIH_BREAKC)
              {
                  switch (ins.flags)
                  {
                      case WINED3D_SHADER_REL_OP_GT: shader_addline(&buffer, "_gt"); break;
                      case WINED3D_SHADER_REL_OP_EQ: shader_addline(&buffer, "_eq"); break;
                      case WINED3D_SHADER_REL_OP_GE: shader_addline(&buffer, "_ge"); break;
                      case WINED3D_SHADER_REL_OP_LT: shader_addline(&buffer, "_lt"); break;
                      case WINED3D_SHADER_REL_OP_NE: shader_addline(&buffer, "_ne"); break;
                      case WINED3D_SHADER_REL_OP_LE: shader_addline(&buffer, "_le"); break;
                      default: shader_addline(&buffer, "_(%u)", ins.flags);
                  }
              }
              else if (ins.handler_idx == WINED3DSIH_TEX
                      && shader_version.major >= 2
                      && (ins.flags & WINED3DSI_TEXLD_PROJECT))
              {
                  shader_addline(&buffer, "p");
              }
              else if (ins.handler_idx == WINED3DSIH_RESINFO && ins.flags)
              {
                  switch (ins.flags)
                  {
                      case WINED3DSI_RESINFO_RCP_FLOAT: shader_addline(&buffer, "_rcpFloat"); break;
                      case WINED3DSI_RESINFO_UINT: shader_addline(&buffer, "_uint"); break;
                      default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
                  }
              }
              else if (ins.handler_idx == WINED3DSIH_SAMPLE_INFO && ins.flags)
              {
                  switch (ins.flags)
                  {
                      case WINED3DSI_SAMPLE_INFO_UINT: shader_addline(&buffer, "_uint"); break;
                      default: shader_addline(&buffer, "_unrecognized(%#x)", ins.flags);
                  }
              }
              else if (ins.handler_idx == WINED3DSIH_SYNC)
              {
                  shader_dump_sync_flags(&buffer, ins.flags);
              }
              else
              {
                  shader_dump_precise_flags(&buffer, ins.flags);
              }
  
              if (wined3d_shader_instruction_has_texel_offset(&ins))
                  shader_addline(&buffer, "(%d,%d,%d)", ins.texel_offset.u, ins.texel_offset.v, ins.texel_offset.w);
  
              for (i = 0; i < ins.dst_count; ++i)
              {
                  shader_dump_ins_modifiers(&buffer, &ins.dst[i]);
                  shader_addline(&buffer, !i ? " " : ", ");
                  shader_dump_dst_param(&buffer, &ins.dst[i], &shader_version);
              }
  
              /* Other source tokens */
              for (i = ins.dst_count; i < (ins.dst_count + ins.src_count); ++i)
              {
                  shader_addline(&buffer, !i ? " " : ", ");
                  shader_dump_src_param(&buffer, &ins.src[i - ins.dst_count], &shader_version);
              }
          }
          shader_addline(&buffer, "\n");
      }
  
      for (p = buffer.buffer; *p; p = q)
      {
          if (!(q = strstr(p, "\n")))
              q = p + strlen(p);
          else
              ++q;
          TRACE("    %.*s", (int)(q - p), p);
      }
  
      string_buffer_free(&buffer);
  }
  
  static void shader_cleanup(struct wined3d_shader *shader)
  {
      if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_HULL)
      {
          heap_free(shader->u.hs.phases.control_point);
          heap_free(shader->u.hs.phases.fork);
          heap_free(shader->u.hs.phases.join);
      }
      else if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_GEOMETRY)
      {
          heap_free((void *)shader->u.gs.so_desc.elements);
      }
  
      heap_free(shader->patch_constant_signature.elements);
      heap_free(shader->output_signature.elements);
      heap_free(shader->input_signature.elements);
      shader->device->shader_backend->shader_destroy(shader);
      shader_cleanup_reg_maps(&shader->reg_maps);
      heap_free(shader->byte_code);
      shader_delete_constant_list(&shader->constantsF);
      shader_delete_constant_list(&shader->constantsB);
      shader_delete_constant_list(&shader->constantsI);
      list_remove(&shader->shader_list_entry);
  
      if (shader->frontend && shader->frontend_data)
          shader->frontend->shader_free(shader->frontend_data);
  }
  
  struct shader_none_priv
  {
      const struct wined3d_vertex_pipe_ops *vertex_pipe;
      const struct fragment_pipeline *fragment_pipe;
      BOOL ffp_proj_control;
  };
  
  static void shader_none_handle_instruction(const struct wined3d_shader_instruction *ins) {}
  static void shader_none_precompile(void *shader_priv, struct wined3d_shader *shader) {}
  static void shader_none_select_compute(void *shader_priv, struct wined3d_context *context,
          const struct wined3d_state *state) {}
  static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
  static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
  static void shader_none_load_constants(void *shader_priv, struct wined3d_context *context,
          const struct wined3d_state *state) {}
  static void shader_none_destroy(struct wined3d_shader *shader) {}
  static void shader_none_free_context_data(struct wined3d_context *context) {}
  static void shader_none_init_context_state(struct wined3d_context *context) {}
  
  /* Context activation is done by the caller. */
  static void shader_none_select(void *shader_priv, struct wined3d_context *context,
          const struct wined3d_state *state)
  {
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct shader_none_priv *priv = shader_priv;
  
      priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
      priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
  }
  
  /* Context activation is done by the caller. */
  static void shader_none_disable(void *shader_priv, struct wined3d_context *context)
  {
      struct shader_none_priv *priv = shader_priv;
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      priv->vertex_pipe->vp_enable(gl_info, FALSE);
      priv->fragment_pipe->enable_extension(gl_info, FALSE);
  
      context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
              | (1u << WINED3D_SHADER_TYPE_VERTEX)
              | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
              | (1u << WINED3D_SHADER_TYPE_HULL)
              | (1u << WINED3D_SHADER_TYPE_DOMAIN)
              | (1u << WINED3D_SHADER_TYPE_COMPUTE);
  }
  
  static HRESULT shader_none_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
          const struct fragment_pipeline *fragment_pipe)
  {
      struct fragment_caps fragment_caps;
      void *vertex_priv, *fragment_priv;
      struct shader_none_priv *priv;
  
      if (!(priv = heap_alloc(sizeof(*priv))))
          return E_OUTOFMEMORY;
  
      if (!(vertex_priv = vertex_pipe->vp_alloc(&none_shader_backend, priv)))
      {
          ERR("Failed to initialize vertex pipe.\n");
          heap_free(priv);
          return E_FAIL;
      }
  
      if (!(fragment_priv = fragment_pipe->alloc_private(&none_shader_backend, priv)))
      {
          ERR("Failed to initialize fragment pipe.\n");
          vertex_pipe->vp_free(device);
          heap_free(priv);
          return E_FAIL;
      }
  
      priv->vertex_pipe = vertex_pipe;
      priv->fragment_pipe = fragment_pipe;
      fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
      priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
  
      device->vertex_priv = vertex_priv;
      device->fragment_priv = fragment_priv;
      device->shader_priv = priv;
  
      return WINED3D_OK;
  }
  
  static void shader_none_free(struct wined3d_device *device)
  {
      struct shader_none_priv *priv = device->shader_priv;
  
      priv->fragment_pipe->free_private(device);
      priv->vertex_pipe->vp_free(device);
      heap_free(priv);
  }
  
  static BOOL shader_none_allocate_context_data(struct wined3d_context *context)
  {
      return TRUE;
  }
  
  static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
  {
      /* Set the shader caps to 0 for the none shader backend */
      caps->vs_version = 0;
      caps->hs_version = 0;
      caps->ds_version = 0;
      caps->gs_version = 0;
      caps->ps_version = 0;
      caps->cs_version = 0;
      caps->vs_uniform_count = 0;
      caps->ps_uniform_count = 0;
      caps->ps_1x_max_value = 0.0f;
      caps->varying_count = 0;
      caps->wined3d_caps = 0;
  }
  
  static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
  {
      /* We "support" every possible fixup, since we don't support any shader
       * model, and will never have to actually sample a texture. */
      return TRUE;
  }
  
  static BOOL shader_none_has_ffp_proj_control(void *shader_priv)
  {
      struct shader_none_priv *priv = shader_priv;
  
      return priv->ffp_proj_control;
  }
  
  const struct wined3d_shader_backend_ops none_shader_backend =
  {
      shader_none_handle_instruction,
      shader_none_precompile,
      shader_none_select,
      shader_none_select_compute,
      shader_none_disable,
      shader_none_update_float_vertex_constants,
      shader_none_update_float_pixel_constants,
      shader_none_load_constants,
      shader_none_destroy,
      shader_none_alloc,
      shader_none_free,
      shader_none_allocate_context_data,
      shader_none_free_context_data,
      shader_none_init_context_state,
      shader_none_get_caps,
      shader_none_color_fixup_supported,
      shader_none_has_ffp_proj_control,
  };
  
  static unsigned int shader_max_version_from_feature_level(enum wined3d_feature_level level)
  {
      switch (level)
      {
          case WINED3D_FEATURE_LEVEL_11_1:
          case WINED3D_FEATURE_LEVEL_11:
              return 5;
          case WINED3D_FEATURE_LEVEL_10_1:
          case WINED3D_FEATURE_LEVEL_10:
              return 4;
          case WINED3D_FEATURE_LEVEL_9_SM3:
              return 3;
          case WINED3D_FEATURE_LEVEL_9_SM2:
          case WINED3D_FEATURE_LEVEL_9_1:
              return 2;
          default:
              return 1;
      }
  }
  
  static HRESULT shader_set_function(struct wined3d_shader *shader, struct wined3d_device *device,
          enum wined3d_shader_type type, unsigned int float_const_count)
  {
      const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
      struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      const struct wined3d_shader_version *version = &reg_maps->shader_version;
      const struct wined3d_shader_frontend *fe;
      unsigned int backend_version;
      HRESULT hr;
  
      TRACE("shader %p, device %p, type %s, float_const_count %u.\n",
              shader, device, debug_shader_type(type), float_const_count);
  
      fe = shader->frontend;
      if (!(shader->frontend_data = fe->shader_init(shader->function,
              shader->functionLength, &shader->output_signature)))
      {
          FIXME("Failed to initialize frontend.\n");
          return WINED3DERR_INVALIDCALL;
      }
  
      /* First pass: trace shader. */
      if (TRACE_ON(d3d_shader))
          shader_trace_init(fe, shader->frontend_data);
  
      /* Second pass: figure out which registers are used, what the semantics are, etc. */
      if (FAILED(hr = shader_get_registers_used(shader, float_const_count)))
          return hr;
  
      if (version->type != type)
      {
          WARN("Wrong shader type %s.\n", debug_shader_type(reg_maps->shader_version.type));
          return WINED3DERR_INVALIDCALL;
      }
      if (version->major > shader_max_version_from_feature_level(device->feature_level))
      {
          WARN("Shader version %u not supported by this device.\n", version->major);
          return WINED3DERR_INVALIDCALL;
      }
      switch (type)
      {
          case WINED3D_SHADER_TYPE_VERTEX:
              backend_version = d3d_info->limits.vs_version;
              break;
          case WINED3D_SHADER_TYPE_HULL:
              backend_version = d3d_info->limits.hs_version;
              break;
          case WINED3D_SHADER_TYPE_DOMAIN:
              backend_version = d3d_info->limits.ds_version;
              break;
          case WINED3D_SHADER_TYPE_GEOMETRY:
              backend_version = d3d_info->limits.gs_version;
              break;
          case WINED3D_SHADER_TYPE_PIXEL:
              backend_version = d3d_info->limits.ps_version;
              break;
          case WINED3D_SHADER_TYPE_COMPUTE:
              backend_version = d3d_info->limits.cs_version;
              break;
          default:
              FIXME("No backend version-checking for this shader type.\n");
              backend_version = 0;
      }
      if (version->major > backend_version)
      {
          WARN("Shader version %u.%u not supported by the current shader backend.\n",
                  version->major, version->minor);
          return WINED3DERR_INVALIDCALL;
      }
  
      shader->load_local_constsF = shader->lconst_inf_or_nan;
  
      return WINED3D_OK;
  }
  
  ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
  {
      ULONG refcount = InterlockedIncrement(&shader->ref);
  
      TRACE("%p increasing refcount to %u.\n", shader, refcount);
  
      return refcount;
  }
  
  static void wined3d_shader_init_object(void *object)
  {
      struct wined3d_shader *shader = object;
      struct wined3d_device *device = shader->device;
  
      list_add_head(&device->shaders, &shader->shader_list_entry);
  
      device->shader_backend->shader_precompile(device->shader_priv, shader);
  }
  
  static void wined3d_shader_destroy_object(void *object)
  {
      shader_cleanup(object);
      heap_free(object);
  }
  
  ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
  {
      ULONG refcount = InterlockedDecrement(&shader->ref);
  
      TRACE("%p decreasing refcount to %u.\n", shader, refcount);
  
      if (!refcount)
      {
          shader->parent_ops->wined3d_object_destroyed(shader->parent);
          wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
      }
  
      return refcount;
  }
  
  void * CDECL wined3d_shader_get_parent(const struct wined3d_shader *shader)
  {
      TRACE("shader %p.\n", shader);
  
      return shader->parent;
  }
  
  HRESULT CDECL wined3d_shader_get_byte_code(const struct wined3d_shader *shader,
          void *byte_code, UINT *byte_code_size)
  {
      TRACE("shader %p, byte_code %p, byte_code_size %p.\n", shader, byte_code, byte_code_size);
  
      if (!byte_code)
      {
          *byte_code_size = shader->byte_code_size;
          return WINED3D_OK;
      }
  
      if (*byte_code_size < shader->byte_code_size)
      {
          /* MSDN claims (for d3d8 at least) that if *byte_code_size is smaller
           * than the required size we should write the required size and
           * return D3DERR_MOREDATA. That's not actually true. */
          return WINED3DERR_INVALIDCALL;
      }
  
      memcpy(byte_code, shader->byte_code, shader->byte_code_size);
  
      return WINED3D_OK;
  }
  
  /* Set local constants for d3d8 shaders. */
  HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *shader,
          UINT start_idx, const float *src_data, UINT count)
  {
      UINT end_idx = start_idx + count;
      UINT i;
  
      TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
  
      if (end_idx > shader->limits->constant_float)
      {
          WARN("end_idx %u > float constants limit %u.\n",
                  end_idx, shader->limits->constant_float);
          end_idx = shader->limits->constant_float;
      }
  
      for (i = start_idx; i < end_idx; ++i)
      {
          struct wined3d_shader_lconst *lconst;
          float *value;
  
          if (!(lconst = heap_alloc(sizeof(*lconst))))
              return E_OUTOFMEMORY;
  
          lconst->idx = i;
          value = (float *)lconst->value;
          memcpy(value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
          list_add_head(&shader->constantsF, &lconst->entry);
  
          if (isinf(value[0]) || isnan(value[0]) || isinf(value[1]) || isnan(value[1])
                  || isinf(value[2]) || isnan(value[2]) || isinf(value[3]) || isnan(value[3]))
          {
              shader->lconst_inf_or_nan = TRUE;
          }
      }
  
      return WINED3D_OK;
  }
  
  static void init_interpolation_compile_args(DWORD *interpolation_args,
          const struct wined3d_shader *pixel_shader, const struct wined3d_gl_info *gl_info)
  {
      if (!needs_interpolation_qualifiers_for_shader_outputs(gl_info)
              || !pixel_shader || pixel_shader->reg_maps.shader_version.major < 4)
      {
          memset(interpolation_args, 0, sizeof(pixel_shader->u.ps.interpolation_mode));
          return;
      }
  
      memcpy(interpolation_args, pixel_shader->u.ps.interpolation_mode,
              sizeof(pixel_shader->u.ps.interpolation_mode));
  }
  
  void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
          WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context)
  {
      const struct wined3d_shader *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
      const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
              == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
      args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
              && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
      args->point_size = state->gl_primitive_type == GL_POINTS;
      args->per_vertex_point_size = shader->reg_maps.point_size;
      args->next_shader_type = hull_shader ? WINED3D_SHADER_TYPE_HULL
              : geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
      if (shader->reg_maps.shader_version.major >= 4)
          args->next_shader_input_count = hull_shader ? hull_shader->limits->packed_input
                  : geometry_shader ? geometry_shader->limits->packed_input
                  : pixel_shader ? pixel_shader->limits->packed_input : 0;
      else
          args->next_shader_input_count = 0;
      args->swizzle_map = swizzle_map;
      if (d3d_info->emulated_flatshading)
          args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
      else
          args->flatshading = 0;
  
      init_interpolation_compile_args(args->interpolation_mode,
              args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
  }
  
  static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2)
  {
      if (usage_idx1 != usage_idx2)
          return FALSE;
      if (usage1 == usage2)
          return TRUE;
      if (usage1 == WINED3D_DECL_USAGE_POSITION && usage2 == WINED3D_DECL_USAGE_POSITIONT)
          return TRUE;
      if (usage2 == WINED3D_DECL_USAGE_POSITION && usage1 == WINED3D_DECL_USAGE_POSITIONT)
          return TRUE;
  
      return FALSE;
  }
  
  BOOL vshader_get_input(const struct wined3d_shader *shader,
          BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
  {
      WORD map = shader->reg_maps.input_registers;
      unsigned int i;
  
      for (i = 0; map; map >>= 1, ++i)
      {
          if (!(map & 1)) continue;
  
          if (match_usage(shader->u.vs.attributes[i].usage,
                  shader->u.vs.attributes[i].usage_idx, usage_req, usage_idx_req))
          {
              *regnum = i;
              return TRUE;
          }
      }
      return FALSE;
  }
  
  static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
          const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
  {
      HRESULT hr;
  
      TRACE("byte_code %p, byte_code_size %#lx.\n", desc->byte_code, (long)desc->byte_code_size);
  
      if (!desc->byte_code)
          return WINED3DERR_INVALIDCALL;
  
      shader->ref = 1;
      shader->device = device;
      shader->parent = parent;
      shader->parent_ops = parent_ops;
  
      list_init(&shader->linked_programs);
      list_init(&shader->constantsF);
      list_init(&shader->constantsB);
      list_init(&shader->constantsI);
      shader->lconst_inf_or_nan = FALSE;
      list_init(&shader->reg_maps.indexable_temps);
      list_init(&shader->shader_list_entry);
  
      if (desc->byte_code_size == ~(size_t)0)
      {
          struct wined3d_shader_version shader_version;
          const struct wined3d_shader_frontend *fe;
          struct wined3d_shader_instruction ins;
          const DWORD *ptr;
          void *fe_data;
  
          if (!(shader->frontend = shader_select_frontend(WINED3D_SHADER_BYTE_CODE_FORMAT_SM1)))
          {
              FIXME("Unable to find frontend for shader.\n");
              hr = WINED3DERR_INVALIDCALL;
              goto fail;
          }
  
          fe = shader->frontend;
          if (!(fe_data = fe->shader_init(desc->byte_code, desc->byte_code_size, &shader->output_signature)))
          {
              WARN("Failed to initialise frontend data.\n");
              hr = WINED3DERR_INVALIDCALL;
              goto fail;
          }
  
          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);
  
          shader->byte_code_size = (ptr - desc->byte_code) * sizeof(*ptr);
  
          if (!(shader->byte_code = heap_alloc(shader->byte_code_size)))
          {
              hr = E_OUTOFMEMORY;
              goto fail;
          }
          memcpy(shader->byte_code, desc->byte_code, shader->byte_code_size);
  
          shader->function = shader->byte_code;
          shader->functionLength = shader->byte_code_size;
      }
      else
      {
          enum wined3d_shader_byte_code_format format;
          unsigned int max_version;
  
          if (!(shader->byte_code = heap_alloc(desc->byte_code_size)))
          {
              hr = E_OUTOFMEMORY;
              goto fail;
          }
          memcpy(shader->byte_code, desc->byte_code, desc->byte_code_size);
          shader->byte_code_size = desc->byte_code_size;
  
          max_version = shader_max_version_from_feature_level(device->feature_level);
          if (FAILED(hr = shader_extract_from_dxbc(shader, max_version, &format)))
              goto fail;
  
          if (!(shader->frontend = shader_select_frontend(format)))
          {
              FIXME("Unable to find frontend for shader.\n");
              hr = WINED3DERR_INVALIDCALL;
              goto fail;
          }
      }
  
      return WINED3D_OK;
  
  fail:
      shader_cleanup(shader);
      return hr;
  }
  
  static HRESULT vertex_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
          const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
  {
      struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      unsigned int i;
      HRESULT hr;
  
      if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
          return hr;
  
      if (FAILED(hr = shader_set_function(shader, device,
              WINED3D_SHADER_TYPE_VERTEX, device->adapter->d3d_info.limits.vs_uniform_count)))
      {
          shader_cleanup(shader);
          return hr;
      }
  
      for (i = 0; i < shader->input_signature.element_count; ++i)
      {
          const struct wined3d_shader_signature_element *input = &shader->input_signature.elements[i];
  
          if (!(reg_maps->input_registers & (1u << input->register_idx)) || !input->semantic_name)
              continue;
  
          shader->u.vs.attributes[input->register_idx].usage =
                  shader_usage_from_semantic_name(input->semantic_name);
          shader->u.vs.attributes[input->register_idx].usage_idx = input->semantic_idx;
      }
  
      if (reg_maps->usesrelconstF && !list_empty(&shader->constantsF))
          shader->load_local_constsF = TRUE;
  
      return WINED3D_OK;
  }
  
  static struct wined3d_shader_signature_element *shader_find_signature_element(const struct wined3d_shader_signature *s,
          unsigned int stream_idx, const char *semantic_name, unsigned int semantic_idx)
  {
      struct wined3d_shader_signature_element *e = s->elements;
      unsigned int i;
  
      for (i = 0; i < s->element_count; ++i)
      {
          if (e[i].stream_idx == stream_idx
                  && !strcasecmp(e[i].semantic_name, semantic_name)
                  && e[i].semantic_idx == semantic_idx)
              return &e[i];
      }
  
      return NULL;
  }
  
  BOOL shader_get_stream_output_register_info(const struct wined3d_shader *shader,
          const struct wined3d_stream_output_element *so_element, unsigned int *register_idx, unsigned int *component_idx)
  {
      const struct wined3d_shader_signature_element *output;
      unsigned int idx;
  
      if (!(output = shader_find_signature_element(&shader->output_signature,
              so_element->stream_idx, so_element->semantic_name, so_element->semantic_idx)))
          return FALSE;
  
      for (idx = 0; idx < 4; ++idx)
      {
          if (output->mask & (1u << idx))
              break;
      }
      idx += so_element->component_idx;
  
      *register_idx = output->register_idx;
      *component_idx = idx;
      return TRUE;
  }
  
  static HRESULT geometry_shader_init_stream_output(struct wined3d_shader *shader,
          const struct wined3d_stream_output_desc *so_desc)
  {
      const struct wined3d_shader_frontend *fe = shader->frontend;
      const struct wined3d_shader_signature_element *output;
      unsigned int i, component_idx, register_idx, mask;
      struct wined3d_stream_output_element *elements;
      struct wined3d_shader_version shader_version;
      const DWORD *ptr;
      void *fe_data;
      HRESULT hr;
  
      if (!so_desc)
          return WINED3D_OK;
  
      if (!(fe_data = fe->shader_init(shader->function, shader->functionLength, &shader->output_signature)))
      {
          WARN("Failed to initialise frontend data.\n");
          return WINED3DERR_INVALIDCALL;
      }
      fe->shader_read_header(fe_data, &ptr, &shader_version);
      fe->shader_free(fe_data);
  
      switch (shader_version.type)
      {
          case WINED3D_SHADER_TYPE_VERTEX:
          case WINED3D_SHADER_TYPE_DOMAIN:
              shader->function = NULL;
              shader->functionLength = 0;
              break;
          case WINED3D_SHADER_TYPE_GEOMETRY:
              break;
          default:
              WARN("Wrong shader type %s.\n", debug_shader_type(shader_version.type));
              return E_INVALIDARG;
      }
  
      if (!shader->function)
      {
          shader->reg_maps.shader_version = shader_version;
          shader->reg_maps.shader_version.type = WINED3D_SHADER_TYPE_GEOMETRY;
          shader_set_limits(shader);
          if (FAILED(hr = shader_scan_output_signature(shader)))
              return hr;
      }
  
      if (!(elements = heap_calloc(so_desc->element_count, sizeof(*elements))))
          return E_OUTOFMEMORY;
  
      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));
  
      for (i = 0; i < so_desc->element_count; ++i)
      {
          struct wined3d_stream_output_element *e = &elements[i];
  
          if (!e->semantic_name)
              continue;
          if (!(output = shader_find_signature_element(&shader->output_signature,
                  e->stream_idx, e->semantic_name, e->semantic_idx))
                  || !shader_get_stream_output_register_info(shader, e, &register_idx, &component_idx))
          {
              WARN("Failed to find output signature element for stream output entry.\n");
              return E_INVALIDARG;
          }
  
          e->semantic_name = output->semantic_name;
  
          mask = ((1u << e->component_count) - 1) << component_idx;
          if ((output->mask & 0xff & mask) != mask)
          {
              WARN("Invalid component range %u-%u (mask %#x), output mask %#x.\n",
                      component_idx, e->component_count, mask, output->mask & 0xff);
              return E_INVALIDARG;
          }
      }
  
      return WINED3D_OK;
  }
  
  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)
  {
      HRESULT hr;
  
      if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
          return hr;
  
      if (FAILED(hr = geometry_shader_init_stream_output(shader, so_desc)))
          goto fail;
  
      if (shader->function
              && FAILED(hr = shader_set_function(shader, device, WINED3D_SHADER_TYPE_GEOMETRY, 0)))
          goto fail;
  
      return WINED3D_OK;
  
  fail:
      shader_cleanup(shader);
      return hr;
  }
  
  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 *geometry_shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
      const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      const struct wined3d_shader *hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL];
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      args->tessellator_output_primitive = hull_shader->u.hs.tessellator_output_primitive;
      args->tessellator_partitioning = hull_shader->u.hs.tessellator_partitioning;
  
      args->output_count = geometry_shader ? geometry_shader->limits->packed_input
              : pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
      args->next_shader_type = geometry_shader ? WINED3D_SHADER_TYPE_GEOMETRY : WINED3D_SHADER_TYPE_PIXEL;
  
      args->render_offscreen = context->render_offscreen;
  
      init_interpolation_compile_args(args->interpolation_mode,
              args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL ? pixel_shader : NULL, gl_info);
  
      args->padding = 0;
  }
  
  void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
          struct gs_compile_args *args, const struct wined3d_context *context)
  {
      const struct wined3d_shader *pixel_shader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
      const struct wined3d_gl_info *gl_info = context->gl_info;
  
      args->output_count = pixel_shader ? pixel_shader->limits->packed_input : shader->limits->packed_output;
  
      if (!(args->primitive_type = shader->u.gs.input_type))
          args->primitive_type = d3d_primitive_type_from_gl(state->gl_primitive_type);
  
      init_interpolation_compile_args(args->interpolation_mode, pixel_shader, gl_info);
  }
  
  void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
          BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
  {
      const struct wined3d_d3d_info *d3d_info = context->d3d_info;
      const struct wined3d_gl_info *gl_info = context->gl_info;
      struct wined3d_texture *texture;
      unsigned int i;
  
      memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
      if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
      {
          static unsigned int warned = 0;
  
          args->srgb_correction = 1;
          if (state->render_states[WINED3D_RS_ALPHABLENDENABLE] && !warned++)
              WARN("Blending into a sRGB render target with no GL_ARB_framebuffer_sRGB "
                      "support, expect rendering artifacts.\n");
      }
  
      if (shader->reg_maps.shader_version.major == 1
              && shader->reg_maps.shader_version.minor <= 3)
      {
          for (i = 0; i < shader->limits->sampler; ++i)
          {
              DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
  
              if (flags & WINED3D_TTFF_PROJECTED)
              {
                  DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
  
                  if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
                  {
                      enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
                      unsigned int j;
                      unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
                      DWORD max_valid = WINED3D_TTFF_COUNT4;
  
                      for (j = 0; j < state->vertex_declaration->element_count; ++j)
                      {
                          struct wined3d_vertex_declaration_element *element =
                                  &state->vertex_declaration->elements[j];
  
                          if (element->usage == WINED3D_DECL_USAGE_TEXCOORD
                                  && element->usage_idx == index)
                          {
                              max_valid = element->format->component_count;
                              break;
                          }
                      }
                      if (!tex_transform || tex_transform > max_valid)
                      {
                          WARN("Fixing up projected texture transform flags from %#x to %#x.\n",
                                  tex_transform, max_valid);
                          tex_transform = max_valid;
                      }
                      if ((resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1D && tex_transform > WINED3D_TTFF_COUNT1)
                              || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D
                              && tex_transform > WINED3D_TTFF_COUNT2)
                              || (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_3D
                              && tex_transform > WINED3D_TTFF_COUNT3))
                          tex_transform |= WINED3D_PSARGS_PROJECTED;
                      else
                      {
                          WARN("Application requested projected texture with unsuitable texture coordinates.\n");
                          WARN("(texture unit %u, transform flags %#x, sampler type %u).\n",
                                  i, tex_transform, resource_type);
                      }
                  }
                  else
                      tex_transform = WINED3D_TTFF_COUNT4 | WINED3D_PSARGS_PROJECTED;
  
                  args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
              }
          }
      }
      if (shader->reg_maps.shader_version.major == 1
              && shader->reg_maps.shader_version.minor <= 4)
      {
          for (i = 0; i < shader->limits->sampler; ++i)
          {
              if (!shader->reg_maps.resource_info[i].type)
                  continue;
  
              /* Treat unbound textures as 2D. The dummy texture will provide
               * the proper sample value. The tex_types bitmap defaults to
               * 2D because of the memset. */
              if (!(texture = state->textures[i]))
                  continue;
  
              switch (wined3d_texture_gl(texture)->target)
              {
                  /* RECT textures are distinguished from 2D textures via np2_fixup */
                  default:
                      break;
  
                  case GL_TEXTURE_3D:
                      args->tex_types |= WINED3D_SHADER_TEX_3D << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
                      break;
  
                  case GL_TEXTURE_CUBE_MAP_ARB:
                      args->tex_types |= WINED3D_SHADER_TEX_CUBE << i * WINED3D_PSARGS_TEXTYPE_SHIFT;
                      break;
              }
          }
      }
  
      if (shader->reg_maps.shader_version.major >= 4)
      {
          /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
          args->shadow = 0;
          for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
              args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
          args->np2_fixup = 0;
      }
      else
      {
          for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
          {
              if (!shader->reg_maps.resource_info[i].type)
                  continue;
  
              texture = state->textures[i];
              if (!texture)
              {
                  args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
                  continue;
              }
              if (can_use_texture_swizzle(gl_info, texture->resource.format))
                  args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
              else
                  args->color_fixup[i] = texture->resource.format->color_fixup;
  
              if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
                  args->shadow |= 1u << i;
  
              /* Flag samplers that need NP2 texcoord fixup. */
              if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
                  args->np2_fixup |= (1u << i);
          }
      }
  
      if (shader->reg_maps.shader_version.major >= 3)
      {
          if (position_transformed)
              args->vp_mode = WINED3D_VP_MODE_NONE;
          else if (use_vs(state))
              args->vp_mode = WINED3D_VP_MODE_SHADER;
          else
              args->vp_mode = WINED3D_VP_MODE_FF;
          args->fog = WINED3D_FFP_PS_FOG_OFF;
      }
      else
      {
          args->vp_mode = WINED3D_VP_MODE_SHADER;
          if (state->render_states[WINED3D_RS_FOGENABLE])
          {
              switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
              {
                  case WINED3D_FOG_NONE:
                      if (position_transformed || use_vs(state))
                      {
                          args->fog = WINED3D_FFP_PS_FOG_LINEAR;
                          break;
                      }
  
                      switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
                      {
                          case WINED3D_FOG_NONE: /* Fall through. */
                          case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
                          case WINED3D_FOG_EXP:    args->fog = WINED3D_FFP_PS_FOG_EXP;    break;
                          case WINED3D_FOG_EXP2:   args->fog = WINED3D_FFP_PS_FOG_EXP2;   break;
                      }
                      break;
  
                  case WINED3D_FOG_LINEAR: args->fog = WINED3D_FFP_PS_FOG_LINEAR; break;
                  case WINED3D_FOG_EXP:    args->fog = WINED3D_FFP_PS_FOG_EXP;    break;
                  case WINED3D_FOG_EXP2:   args->fog = WINED3D_FFP_PS_FOG_EXP2;   break;
              }
          }
          else
          {
              args->fog = WINED3D_FFP_PS_FOG_OFF;
          }
      }
  
      if (context->d3d_info->limits.varying_count < wined3d_max_compat_varyings(context->gl_info))
      {
          const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
  
          args->texcoords_initialized = 0;
          for (i = 0; i < MAX_TEXTURES; ++i)
          {
              if (vs)
              {
                  if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
                      args->texcoords_initialized |= 1u << i;
              }
              else
              {
                  const struct wined3d_stream_info *si = &context->stream_info;
                  unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
  
                  if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
                          & WINED3D_FFP_TCI_MASK
                          || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
                      args->texcoords_initialized |= 1u << i;
              }
          }
      }
      else
      {
          args->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
      }
  
      args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
              && state->gl_primitive_type == GL_POINTS;
  
      if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
          args->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
      else
          args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
                  ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
                  : WINED3D_CMP_ALWAYS) - 1;
  
      if (d3d_info->emulated_flatshading)
          args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
  
      args->render_offscreen = shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]
              ? context->render_offscreen : 0;
  
      if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
      {
          for (i = 0; i < ARRAY_SIZE(state->fb->render_targets); ++i)
          {
              struct wined3d_rendertarget_view *rtv = state->fb->render_targets[i];
              if (rtv && rtv->format->id == WINED3DFMT_A8_UNORM)
                  args->rt_alpha_swizzle |= 1u << i;
          }
      }
  }
  
  static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
          const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops)
  {
      const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
      unsigned int i, highest_reg_used = 0, num_regs_used = 0;
      HRESULT hr;
  
      if (FAILED(hr = shader_init(shader, device, desc, parent, parent_ops)))
          return hr;
  
      if (FAILED(hr = shader_set_function(shader, device,
              WINED3D_SHADER_TYPE_PIXEL, device->adapter->d3d_info.limits.ps_uniform_count)))
      {
          shader_cleanup(shader);
          return hr;
      }
  
      for (i = 0; i < MAX_REG_INPUT; ++i)
      {
          if (shader->u.ps.input_reg_used & (1u << i))
          {
              ++num_regs_used;
              highest_reg_used = i;
          }
      }
  
      /* Don't do any register mapping magic if it is not needed, or if we can't
       * achieve anything anyway */
      if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
              || num_regs_used > (gl_info->limits.glsl_varyings / 4)
              || shader->reg_maps.shader_version.major >= 4)
      {
          if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
          {
              /* This happens with relative addressing. The input mapper function
               * warns about this if the higher registers are declared too, so
               * don't write a FIXME here */
              WARN("More varying registers used than supported\n");
          }
  
          for (i = 0; i < MAX_REG_INPUT; ++i)
          {
              shader->u.ps.input_reg_map[i] = i;
          }
  
          shader->u.ps.declared_in_count = highest_reg_used + 1;
      }
      else
      {
          shader->u.ps.declared_in_count = 0;
          for (i = 0; i < MAX_REG_INPUT; ++i)
          {
              if (shader->u.ps.input_reg_used & (1u << i))
                  shader->u.ps.input_reg_map[i] = shader->u.ps.declared_in_count++;
              else shader->u.ps.input_reg_map[i] = ~0U;
          }
      }
  
      return WINED3D_OK;
  }
  
  void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types)
  {
      struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
      struct wined3d_shader_resource_info *resource_info = reg_maps->resource_info;
      unsigned int i;
  
      if (reg_maps->shader_version.major != 1) return;
  
      for (i = 0; i < shader->limits->sampler; ++i)
      {
          /* We don't sample from this sampler. */
          if (!resource_info[i].type)
              continue;
  
          switch ((tex_types >> i * WINED3D_PSARGS_TEXTYPE_SHIFT) & WINED3D_PSARGS_TEXTYPE_MASK)
          {
              case WINED3D_SHADER_TEX_2D:
                  resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
                  break;
  
              case WINED3D_SHADER_TEX_3D:
                  resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_3D;
                  break;
  
              case WINED3D_SHADER_TEX_CUBE:
                  resource_info[i].type = WINED3D_SHADER_RESOURCE_TEXTURE_CUBE;
                  break;
          }
      }
  }
  
  HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
          void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
  {
      struct wined3d_shader *object;
      HRESULT hr;
  
      TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
              device, desc, parent, parent_ops, shader);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
      {
          WARN("Failed to initialize compute shader, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_COMPUTE, 0)))
      {
          shader_cleanup(object);
          heap_free(object);
          return hr;
      }
  
      wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
  
      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 = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
      {
          WARN("Failed to initialize domain shader, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_DOMAIN, 0)))
      {
          shader_cleanup(object);
          heap_free(object);
          return hr;
      }
  
      wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
  
      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 = heap_alloc_zero(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);
          heap_free(object);
          return hr;
      }
  
      wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
  
      TRACE("Created geometry shader %p.\n", object);
      *shader = object;
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
          void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
  {
      struct wined3d_shader *object;
      HRESULT hr;
  
      TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
              device, desc, parent, parent_ops, shader);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      if (FAILED(hr = shader_init(object, device, desc, parent, parent_ops)))
      {
          WARN("Failed to initialize hull shader, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      if (FAILED(hr = shader_set_function(object, device, WINED3D_SHADER_TYPE_HULL, 0)))
      {
          shader_cleanup(object);
          heap_free(object);
          return hr;
      }
  
      wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
  
      TRACE("Created hull shader %p.\n", object);
      *shader = object;
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
          void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
  {
      struct wined3d_shader *object;
      HRESULT hr;
  
      TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
              device, desc, parent, parent_ops, shader);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      if (FAILED(hr = pixel_shader_init(object, device, desc, parent, parent_ops)))
      {
          WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
  
      TRACE("Created pixel shader %p.\n", object);
      *shader = object;
  
      return WINED3D_OK;
  }
  
  HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc,
          void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader)
  {
      struct wined3d_shader *object;
      HRESULT hr;
  
      TRACE("device %p, desc %p, parent %p, parent_ops %p, shader %p.\n",
              device, desc, parent, parent_ops, shader);
  
      if (!(object = heap_alloc_zero(sizeof(*object))))
          return E_OUTOFMEMORY;
  
      if (FAILED(hr = vertex_shader_init(object, device, desc, parent, parent_ops)))
      {
          WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
          heap_free(object);
          return hr;
      }
  
      wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object);
  
      TRACE("Created vertex shader %p.\n", object);
      *shader = object;
  
      return WINED3D_OK;
  }
  