[PATCH 1/5] wined3d: Merge pixelshader.c and vertexshader.c.

Henri Verbeet hverbeet at codeweavers.com
Wed Dec 30 12:33:39 CST 2009


---
 dlls/wined3d/Makefile.in    |    3 +-
 dlls/wined3d/pixelshader.c  |  435 ------------------------
 dlls/wined3d/shader.c       |  788 +++++++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/vertexshader.c |  374 --------------------
 4 files changed, 789 insertions(+), 811 deletions(-)
 delete mode 100644 dlls/wined3d/pixelshader.c
 create mode 100644 dlls/wined3d/shader.c
 delete mode 100644 dlls/wined3d/vertexshader.c

diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in
index 88e37dd..f83910f 100644
--- a/dlls/wined3d/Makefile.in
+++ b/dlls/wined3d/Makefile.in
@@ -22,9 +22,9 @@ C_SRCS = \
 	glsl_shader.c \
 	nvidia_texture_shader.c \
 	palette.c \
-	pixelshader.c \
 	query.c \
 	resource.c \
+	shader.c \
 	shader_sm1.c \
 	shader_sm4.c \
 	state.c \
@@ -38,7 +38,6 @@ C_SRCS = \
 	texture.c \
 	utils.c \
 	vertexdeclaration.c \
-	vertexshader.c \
 	view.c \
 	volume.c \
 	volumetexture.c \
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
deleted file mode 100644
index a531f09..0000000
--- a/dlls/wined3d/pixelshader.c
+++ /dev/null
@@ -1,435 +0,0 @@
-/*
- * shaders implementation
- *
- * 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 Stefan Dösinger for CodeWeavers
- * Copyright 2009 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 <math.h>
-#include <stdio.h>
-
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
-
-static HRESULT  WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
-    TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
-
-    if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
-            || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
-            || IsEqualGUID(riid, &IID_IWineD3DBase)
-            || IsEqualGUID(riid, &IID_IUnknown))
-    {
-        IUnknown_AddRef(iface);
-        *ppobj = iface;
-        return S_OK;
-    }
-
-    WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
-
-    *ppobj = NULL;
-    return E_NOINTERFACE;
-}
-
-static ULONG  WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
-    ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
-
-    TRACE("%p increasing refcount to %u\n", This, refcount);
-
-    return refcount;
-}
-
-static ULONG  WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
-    ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
-
-    TRACE("%p decreasing refcount to %u\n", This, refcount);
-
-    if (!refcount)
-    {
-        shader_cleanup((IWineD3DBaseShader *)iface);
-        This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
-        HeapFree(GetProcessHeap(), 0, This);
-    }
-
-    return refcount;
-}
-
-/* *******************************************
-   IWineD3DPixelShader IWineD3DPixelShader parts follow
-   ******************************************* */
-
-static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
-    IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
-
-    *parent = This->baseShader.parent;
-    IUnknown_AddRef(*parent);
-    TRACE("(%p) : returning %p\n", This, *parent);
-    return WINED3D_OK;
-}
-
-static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
-  IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
-  TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
-
-  if (NULL == pData) {
-    *pSizeOfData = This->baseShader.functionLength;
-    return WINED3D_OK;
-  }
-  if (*pSizeOfData < This->baseShader.functionLength) {
-    /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
-     * than the required size we should write the required size and
-     * return D3DERR_MOREDATA. That's not actually true. */
-    return WINED3DERR_INVALIDCALL;
-  }
-
-  TRACE("(%p) : GetFunction copying to %p\n", This, pData);
-  memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
-
-  return WINED3D_OK;
-}
-
-static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
-{
-    DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
-            This->baseShader.reg_maps.shader_version.minor);
-
-    This->baseShader.limits.attributes = 0;
-    This->baseShader.limits.address = 0;
-    This->baseShader.limits.packed_output = 0;
-
-    switch (shader_version)
-    {
-        case WINED3D_SHADER_VERSION(1,0):
-        case WINED3D_SHADER_VERSION(1,1):
-        case WINED3D_SHADER_VERSION(1,2):
-        case WINED3D_SHADER_VERSION(1,3):
-            This->baseShader.limits.temporary = 2;
-            This->baseShader.limits.constant_float = 8;
-            This->baseShader.limits.constant_int = 0;
-            This->baseShader.limits.constant_bool = 0;
-            This->baseShader.limits.texcoord = 4;
-            This->baseShader.limits.sampler = 4;
-            This->baseShader.limits.packed_input = 0;
-            This->baseShader.limits.label = 0;
-            break;
-
-        case WINED3D_SHADER_VERSION(1,4):
-            This->baseShader.limits.temporary = 6;
-            This->baseShader.limits.constant_float = 8;
-            This->baseShader.limits.constant_int = 0;
-            This->baseShader.limits.constant_bool = 0;
-            This->baseShader.limits.texcoord = 6;
-            This->baseShader.limits.sampler = 6;
-            This->baseShader.limits.packed_input = 0;
-            This->baseShader.limits.label = 0;
-            break;
-
-        /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
-        case WINED3D_SHADER_VERSION(2,0):
-            This->baseShader.limits.temporary = 32;
-            This->baseShader.limits.constant_float = 32;
-            This->baseShader.limits.constant_int = 16;
-            This->baseShader.limits.constant_bool = 16;
-            This->baseShader.limits.texcoord = 8;
-            This->baseShader.limits.sampler = 16;
-            This->baseShader.limits.packed_input = 0;
-            break;
-
-        case WINED3D_SHADER_VERSION(2,1):
-            This->baseShader.limits.temporary = 32;
-            This->baseShader.limits.constant_float = 32;
-            This->baseShader.limits.constant_int = 16;
-            This->baseShader.limits.constant_bool = 16;
-            This->baseShader.limits.texcoord = 8;
-            This->baseShader.limits.sampler = 16;
-            This->baseShader.limits.packed_input = 0;
-            This->baseShader.limits.label = 16;
-            break;
-
-        case WINED3D_SHADER_VERSION(4,0):
-            FIXME("Using 3.0 limits for 4.0 shader\n");
-            /* Fall through */
-
-        case WINED3D_SHADER_VERSION(3,0):
-            This->baseShader.limits.temporary = 32;
-            This->baseShader.limits.constant_float = 224;
-            This->baseShader.limits.constant_int = 16;
-            This->baseShader.limits.constant_bool = 16;
-            This->baseShader.limits.texcoord = 0;
-            This->baseShader.limits.sampler = 16;
-            This->baseShader.limits.packed_input = 12;
-            This->baseShader.limits.label = 16; /* FIXME: 2048 */
-            break;
-
-        default:
-            This->baseShader.limits.temporary = 32;
-            This->baseShader.limits.constant_float = 32;
-            This->baseShader.limits.constant_int = 16;
-            This->baseShader.limits.constant_bool = 16;
-            This->baseShader.limits.texcoord = 8;
-            This->baseShader.limits.sampler = 16;
-            This->baseShader.limits.packed_input = 0;
-            This->baseShader.limits.label = 0;
-            FIXME("Unrecognized pixel shader version %u.%u\n",
-                    This->baseShader.reg_maps.shader_version.major,
-                    This->baseShader.reg_maps.shader_version.minor);
-    }
-}
-
-static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
-        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
-{
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
-    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
-    unsigned int i, highest_reg_used = 0, num_regs_used = 0;
-    shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
-    const struct wined3d_shader_frontend *fe;
-    HRESULT hr;
-
-    TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
-
-    fe = shader_select_frontend(*byte_code);
-    if (!fe)
-    {
-        FIXME("Unable to find frontend for shader.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-    shader->baseShader.frontend = fe;
-    shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
-    if (!shader->baseShader.frontend_data)
-    {
-        FIXME("Failed to initialize frontend.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    /* First pass: trace shader */
-    if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
-
-    /* Initialize immediate constant lists */
-    list_init(&shader->baseShader.constantsF);
-    list_init(&shader->baseShader.constantsB);
-    list_init(&shader->baseShader.constantsI);
-
-    /* Second pass: figure out which registers are used, what the semantics are, etc.. */
-    hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
-            reg_maps, NULL, shader->input_signature, NULL,
-            byte_code, device->d3d_pshader_constantF);
-    if (FAILED(hr)) return hr;
-
-    pshader_set_limits(shader);
-
-    for (i = 0; i < MAX_REG_INPUT; ++i)
-    {
-        if (shader->input_reg_used[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))
-    {
-        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->input_reg_map[i] = i;
-        }
-
-        shader->declared_in_count = highest_reg_used + 1;
-    }
-    else
-    {
-        shader->declared_in_count = 0;
-        for (i = 0; i < MAX_REG_INPUT; ++i)
-        {
-            if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
-            else shader->input_reg_map[i] = ~0U;
-        }
-    }
-
-    shader->baseShader.load_local_constsF = FALSE;
-
-    TRACE("(%p) : Copying byte code.\n", shader);
-
-    shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
-    if (!shader->baseShader.function) return E_OUTOFMEMORY;
-    memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
-
-    return WINED3D_OK;
-}
-
-void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
-{
-    WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
-    unsigned int i;
-
-    if (reg_maps->shader_version.major != 1) return;
-
-    for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
-    {
-        /* We don't sample from this sampler */
-        if (!sampler_type[i]) continue;
-
-        if (!textures[i])
-        {
-            ERR("No texture bound to sampler %u, using 2D\n", i);
-            sampler_type[i] = WINED3DSTT_2D;
-            continue;
-        }
-
-        switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
-        {
-            case GL_TEXTURE_RECTANGLE_ARB:
-            case GL_TEXTURE_2D:
-                /* We have to select between texture rectangles and 2D textures later because 2.0 and
-                 * 3.0 shaders only have WINED3DSTT_2D as well */
-                sampler_type[i] = WINED3DSTT_2D;
-                break;
-
-            case GL_TEXTURE_3D:
-                sampler_type[i] = WINED3DSTT_VOLUME;
-                break;
-
-            case GL_TEXTURE_CUBE_MAP_ARB:
-                sampler_type[i] = WINED3DSTT_CUBE;
-                break;
-
-            default:
-                FIXME("Unrecognized texture type %#x, using 2D\n",
-                        IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
-                sampler_type[i] = WINED3DSTT_2D;
-        }
-    }
-}
-
-static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
-{
-    /*** IUnknown methods ***/
-    IWineD3DPixelShaderImpl_QueryInterface,
-    IWineD3DPixelShaderImpl_AddRef,
-    IWineD3DPixelShaderImpl_Release,
-    /*** IWineD3DBase methods ***/
-    IWineD3DPixelShaderImpl_GetParent,
-    /*** IWineD3DBaseShader methods ***/
-    IWineD3DPixelShaderImpl_GetFunction
-    /*** IWineD3DPixelShader methods ***/
-};
-
-void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
-    UINT i;
-    IWineD3DBaseTextureImpl *tex;
-
-    memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
-    args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
-    args->np2_fixup = 0;
-
-    for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
-        if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
-        tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
-        if(!tex) {
-            args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
-            continue;
-        }
-        args->color_fixup[i] = tex->resource.format_desc->color_fixup;
-
-        /* Flag samplers that need NP2 texcoord fixup. */
-        if(!tex->baseTexture.pow2Matrix_identity) {
-            args->np2_fixup |= (1 << i);
-        }
-    }
-    if (shader->baseShader.reg_maps.shader_version.major >= 3)
-    {
-        if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
-        {
-            args->vp_mode = pretransformed;
-        }
-        else if (use_vs(stateblock))
-        {
-            args->vp_mode = vertexshader;
-        } else {
-            args->vp_mode = fixedfunction;
-        }
-        args->fog = FOG_OFF;
-    } else {
-        args->vp_mode = vertexshader;
-        if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
-            switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
-                case WINED3DFOG_NONE:
-                    if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
-                            || use_vs(stateblock))
-                    {
-                        args->fog = FOG_LINEAR;
-                        break;
-                    }
-                    switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
-                        case WINED3DFOG_NONE: /* Drop through */
-                        case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
-                        case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
-                        case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
-                    }
-                    break;
-
-                case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
-                case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
-                case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
-            }
-        } else {
-            args->fog = FOG_OFF;
-        }
-    }
-}
-
-HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
-        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
-        IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    HRESULT hr;
-
-    if (!byte_code) return WINED3DERR_INVALIDCALL;
-
-    shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
-    shader_init(&shader->baseShader, device, parent, parent_ops);
-
-    hr = pixelshader_set_function(shader, byte_code, output_signature);
-    if (FAILED(hr))
-    {
-        WARN("Failed to set function, hr %#x.\n", hr);
-        shader_cleanup((IWineD3DBaseShader *)shader);
-        return hr;
-    }
-
-    return WINED3D_OK;
-}
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
new file mode 100644
index 0000000..2e758ff
--- /dev/null
+++ b/dlls/wined3d/shader.c
@@ -0,0 +1,788 @@
+/*
+ * 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 Stefan Dösinger for CodeWeavers
+ * Copyright 2009 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 <math.h>
+#include <stdio.h>
+
+#include "wined3d_private.h"
+
+WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
+
+static void shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent)
+{
+    *parent = shader->baseShader.parent;
+    IUnknown_AddRef(*parent);
+    TRACE("shader %p, returning %p.\n", shader, *parent);
+}
+
+static HRESULT shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size)
+{
+    if (!data)
+    {
+        *data_size = shader->baseShader.functionLength;
+        return WINED3D_OK;
+    }
+
+    if (*data_size < shader->baseShader.functionLength)
+    {
+        /* MSDN claims (for d3d8 at least) that if *pSizeOfData 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(data, shader->baseShader.function, shader->baseShader.functionLength);
+
+    return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE vertexshader_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, void **object)
+{
+    TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
+
+    if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
+            || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
+            || IsEqualGUID(riid, &IID_IWineD3DBase)
+            || IsEqualGUID(riid, &IID_IUnknown))
+    {
+        IUnknown_AddRef(iface);
+        *object = iface;
+        return S_OK;
+    }
+
+    WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+    *object = NULL;
+    return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE vertexshader_AddRef(IWineD3DVertexShader *iface)
+{
+    IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
+    ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
+
+    TRACE("%p increasing refcount to %u.\n", shader, refcount);
+
+    return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE vertexshader_Release(IWineD3DVertexShader *iface)
+{
+    IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
+    ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
+
+    TRACE("%p decreasing refcount to %u.\n", shader, refcount);
+
+    if (!refcount)
+    {
+        shader_cleanup((IWineD3DBaseShader *)iface);
+        shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
+        HeapFree(GetProcessHeap(), 0, shader);
+    }
+
+    return refcount;
+}
+
+static HRESULT STDMETHODCALLTYPE vertexshader_GetParent(IWineD3DVertexShader *iface, IUnknown **parent)
+{
+    TRACE("iface %p, parent %p.\n", iface, parent);
+
+    shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
+
+    return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE vertexshader_GetFunction(IWineD3DVertexShader *iface, void *data, UINT *data_size)
+{
+    TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
+
+    return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
+}
+
+/* Set local constants for d3d8 shaders. */
+static HRESULT STDMETHODCALLTYPE vertexshader_SetLocalConstantsF(IWineD3DVertexShader *iface,
+        UINT start_idx, const float *src_data, UINT count)
+{
+    IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface;
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+    UINT i, end_idx;
+
+    TRACE("iface %p, start_idx %u, src_data %p, count %u.\n", iface, start_idx, src_data, count);
+
+    end_idx = start_idx + count;
+    if (end_idx > device->d3d_vshader_constantF)
+    {
+        WARN("end_idx %u > float constants limit %u.\n", end_idx, device->d3d_vshader_constantF);
+        end_idx = device->d3d_vshader_constantF;
+    }
+
+    for (i = start_idx; i < end_idx; ++i)
+    {
+        local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
+        if (!lconst) return E_OUTOFMEMORY;
+
+        lconst->idx = i;
+        memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
+        list_add_head(&shader->baseShader.constantsF, &lconst->entry);
+    }
+
+    return WINED3D_OK;
+}
+
+static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
+{
+    /* IUnknown methods */
+    vertexshader_QueryInterface,
+    vertexshader_AddRef,
+    vertexshader_Release,
+    /* IWineD3DBase methods */
+    vertexshader_GetParent,
+    /* IWineD3DBaseShader methods */
+    vertexshader_GetFunction,
+    /* IWineD3DVertexShader methods */
+    vertexshader_SetLocalConstantsF,
+};
+
+void find_vs_compile_args(IWineD3DVertexShaderImpl *shader,
+        IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args)
+{
+    args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
+    args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING]
+            && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
+    args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
+}
+
+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 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
+    if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
+
+    return FALSE;
+}
+
+BOOL vshader_get_input(IWineD3DVertexShader *iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
+{
+    IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface;
+    WORD map = shader->baseShader.reg_maps.input_registers;
+    unsigned int i;
+
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)) continue;
+
+        if (match_usage(shader->attributes[i].usage,
+                shader->attributes[i].usage_idx, usage_req, usage_idx_req))
+        {
+            *regnum = i;
+            return TRUE;
+        }
+    }
+    return FALSE;
+}
+
+static void vertexshader_set_limits(IWineD3DVertexShaderImpl *shader)
+{
+    DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
+            shader->baseShader.reg_maps.shader_version.minor);
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+
+    shader->baseShader.limits.texcoord = 0;
+    shader->baseShader.limits.attributes = 16;
+    shader->baseShader.limits.packed_input = 0;
+
+    switch (shader_version)
+    {
+        case WINED3D_SHADER_VERSION(1, 0):
+        case WINED3D_SHADER_VERSION(1, 1):
+            shader->baseShader.limits.temporary = 12;
+            shader->baseShader.limits.constant_bool = 0;
+            shader->baseShader.limits.constant_int = 0;
+            shader->baseShader.limits.address = 1;
+            shader->baseShader.limits.packed_output = 0;
+            shader->baseShader.limits.sampler = 0;
+            shader->baseShader.limits.label = 0;
+            /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
+             * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
+             * constants? */
+            shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+            break;
+
+        case WINED3D_SHADER_VERSION(2, 0):
+        case WINED3D_SHADER_VERSION(2, 1):
+            shader->baseShader.limits.temporary = 12;
+            shader->baseShader.limits.constant_bool = 16;
+            shader->baseShader.limits.constant_int = 16;
+            shader->baseShader.limits.address = 1;
+            shader->baseShader.limits.packed_output = 0;
+            shader->baseShader.limits.sampler = 0;
+            shader->baseShader.limits.label = 16;
+            shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+            break;
+
+        case WINED3D_SHADER_VERSION(4, 0):
+            FIXME("Using 3.0 limits for 4.0 shader.\n");
+            /* Fall through. */
+
+        case WINED3D_SHADER_VERSION(3, 0):
+            shader->baseShader.limits.temporary = 32;
+            shader->baseShader.limits.constant_bool = 32;
+            shader->baseShader.limits.constant_int = 32;
+            shader->baseShader.limits.address = 1;
+            shader->baseShader.limits.packed_output = 12;
+            shader->baseShader.limits.sampler = 4;
+            shader->baseShader.limits.label = 16; /* FIXME: 2048 */
+            /* 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. */
+            shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+            break;
+
+        default:
+            shader->baseShader.limits.temporary = 12;
+            shader->baseShader.limits.constant_bool = 16;
+            shader->baseShader.limits.constant_int = 16;
+            shader->baseShader.limits.address = 1;
+            shader->baseShader.limits.packed_output = 0;
+            shader->baseShader.limits.sampler = 0;
+            shader->baseShader.limits.label = 16;
+            shader->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
+            FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
+                    shader->baseShader.reg_maps.shader_version.major,
+                    shader->baseShader.reg_maps.shader_version.minor);
+    }
+}
+
+static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
+        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
+{
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+    const struct wined3d_shader_frontend *fe;
+    unsigned int i;
+    HRESULT hr;
+
+    TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
+
+    fe = shader_select_frontend(*byte_code);
+    if (!fe)
+    {
+        FIXME("Unable to find frontend for shader.\n");
+        return WINED3DERR_INVALIDCALL;
+    }
+    shader->baseShader.frontend = fe;
+    shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
+    if (!shader->baseShader.frontend_data)
+    {
+        FIXME("Failed to initialize frontend.\n");
+        return WINED3DERR_INVALIDCALL;
+    }
+
+    /* First pass: trace shader. */
+    if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
+
+    /* Initialize immediate constant lists. */
+    list_init(&shader->baseShader.constantsF);
+    list_init(&shader->baseShader.constantsB);
+    list_init(&shader->baseShader.constantsI);
+
+    /* Second pass: figure out registers used, semantics, etc. */
+    shader->min_rel_offset = device->d3d_vshader_constantF;
+    shader->max_rel_offset = 0;
+    hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
+            reg_maps, shader->attributes, NULL, shader->output_signature,
+            byte_code, device->d3d_vshader_constantF);
+    if (FAILED(hr)) return hr;
+
+    if (output_signature)
+    {
+        for (i = 0; i < output_signature->element_count; ++i)
+        {
+            struct wined3d_shader_signature_element *e = &output_signature->elements[i];
+            reg_maps->output_registers |= 1 << e->register_idx;
+            shader->output_signature[e->register_idx] = *e;
+        }
+    }
+
+    vertexshader_set_limits(shader);
+
+    if (device->vs_selected_mode == SHADER_ARB
+            && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
+            && shader->min_rel_offset <= shader->max_rel_offset)
+    {
+        if (shader->max_rel_offset - shader->min_rel_offset > 127)
+        {
+            FIXME("The difference between the minimum and maximum relative offset is > 127.\n");
+            FIXME("Which this OpenGL implementation does not support. Try using GLSL.\n");
+            FIXME("Min: %d, Max: %d.\n", shader->min_rel_offset, shader->max_rel_offset);
+        }
+        else if (shader->max_rel_offset - shader->min_rel_offset > 63)
+        {
+            shader->rel_offset = shader->min_rel_offset + 63;
+        }
+        else if (shader->max_rel_offset > 63)
+        {
+            shader->rel_offset = shader->min_rel_offset;
+        }
+        else
+        {
+            shader->rel_offset = 0;
+        }
+    }
+    shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
+            && !list_empty(&shader->baseShader.constantsF);
+
+    shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
+    if (!shader->baseShader.function) return E_OUTOFMEMORY;
+    memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
+
+    return WINED3D_OK;
+}
+
+HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
+        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+        IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+    HRESULT hr;
+
+    if (!byte_code) return WINED3DERR_INVALIDCALL;
+
+    shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
+    shader_init(&shader->baseShader, device, parent, parent_ops);
+
+    hr = vertexshader_set_function(shader, byte_code, output_signature);
+    if (FAILED(hr))
+    {
+        WARN("Failed to set function, hr %#x.\n", hr);
+        shader_cleanup((IWineD3DBaseShader *)shader);
+        return hr;
+    }
+
+    return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE pixelshader_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, void **object)
+{
+    TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
+
+    if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
+            || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
+            || IsEqualGUID(riid, &IID_IWineD3DBase)
+            || IsEqualGUID(riid, &IID_IUnknown))
+    {
+        IUnknown_AddRef(iface);
+        *object = iface;
+        return S_OK;
+    }
+
+    WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+    *object = NULL;
+    return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE pixelshader_AddRef(IWineD3DPixelShader *iface)
+{
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
+    ULONG refcount = InterlockedIncrement(&shader->baseShader.ref);
+
+    TRACE("%p increasing refcount to %u.\n", shader, refcount);
+
+    return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE pixelshader_Release(IWineD3DPixelShader *iface)
+{
+    IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface;
+    ULONG refcount = InterlockedDecrement(&shader->baseShader.ref);
+
+    TRACE("%p decreasing refcount to %u.\n", shader, refcount);
+
+    if (!refcount)
+    {
+        shader_cleanup((IWineD3DBaseShader *)iface);
+        shader->baseShader.parent_ops->wined3d_object_destroyed(shader->baseShader.parent);
+        HeapFree(GetProcessHeap(), 0, shader);
+    }
+
+    return refcount;
+}
+
+static HRESULT STDMETHODCALLTYPE pixelshader_GetParent(IWineD3DPixelShader *iface, IUnknown **parent)
+{
+    TRACE("iface %p, parent %p.\n", iface, parent);
+
+    shader_get_parent((IWineD3DBaseShaderImpl *)iface, parent);
+
+    return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE pixelshader_GetFunction(IWineD3DPixelShader *iface, void *data, UINT *data_size)
+{
+    TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
+
+    return shader_get_function((IWineD3DBaseShaderImpl *)iface, data, data_size);
+}
+
+static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
+{
+    /* IUnknown methods */
+    pixelshader_QueryInterface,
+    pixelshader_AddRef,
+    pixelshader_Release,
+    /* IWineD3DBase methods */
+    pixelshader_GetParent,
+    /* IWineD3DBaseShader methods */
+    pixelshader_GetFunction
+};
+
+void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
+        IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args)
+{
+    IWineD3DBaseTextureImpl *texture;
+    UINT i;
+
+    memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
+    args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
+    args->np2_fixup = 0;
+
+    for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+    {
+        if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
+        texture = (IWineD3DBaseTextureImpl *)stateblock->textures[i];
+        if (!texture)
+        {
+            args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
+            continue;
+        }
+        args->color_fixup[i] = texture->resource.format_desc->color_fixup;
+
+        /* Flag samplers that need NP2 texcoord fixup. */
+        if (!texture->baseTexture.pow2Matrix_identity)
+        {
+            args->np2_fixup |= (1 << i);
+        }
+    }
+    if (shader->baseShader.reg_maps.shader_version.major >= 3)
+    {
+        if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
+        {
+            args->vp_mode = pretransformed;
+        }
+        else if (use_vs(stateblock))
+        {
+            args->vp_mode = vertexshader;
+        }
+        else
+        {
+            args->vp_mode = fixedfunction;
+        }
+        args->fog = FOG_OFF;
+    }
+    else
+    {
+        args->vp_mode = vertexshader;
+        if (stateblock->renderState[WINED3DRS_FOGENABLE])
+        {
+            switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE])
+            {
+                case WINED3DFOG_NONE:
+                    if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
+                            || use_vs(stateblock))
+                    {
+                        args->fog = FOG_LINEAR;
+                        break;
+                    }
+
+                    switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE])
+                    {
+                        case WINED3DFOG_NONE: /* Fall through. */
+                        case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
+                        case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
+                        case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
+                    }
+                    break;
+
+                case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
+                case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
+                case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
+            }
+        }
+        else
+        {
+            args->fog = FOG_OFF;
+        }
+    }
+}
+
+static void pixelshader_set_limits(IWineD3DPixelShaderImpl *shader)
+{
+    DWORD shader_version = WINED3D_SHADER_VERSION(shader->baseShader.reg_maps.shader_version.major,
+            shader->baseShader.reg_maps.shader_version.minor);
+
+    shader->baseShader.limits.attributes = 0;
+    shader->baseShader.limits.address = 0;
+    shader->baseShader.limits.packed_output = 0;
+
+    switch (shader_version)
+    {
+        case WINED3D_SHADER_VERSION(1, 0):
+        case WINED3D_SHADER_VERSION(1, 1):
+        case WINED3D_SHADER_VERSION(1, 2):
+        case WINED3D_SHADER_VERSION(1, 3):
+            shader->baseShader.limits.temporary = 2;
+            shader->baseShader.limits.constant_float = 8;
+            shader->baseShader.limits.constant_int = 0;
+            shader->baseShader.limits.constant_bool = 0;
+            shader->baseShader.limits.texcoord = 4;
+            shader->baseShader.limits.sampler = 4;
+            shader->baseShader.limits.packed_input = 0;
+            shader->baseShader.limits.label = 0;
+            break;
+
+        case WINED3D_SHADER_VERSION(1, 4):
+            shader->baseShader.limits.temporary = 6;
+            shader->baseShader.limits.constant_float = 8;
+            shader->baseShader.limits.constant_int = 0;
+            shader->baseShader.limits.constant_bool = 0;
+            shader->baseShader.limits.texcoord = 6;
+            shader->baseShader.limits.sampler = 6;
+            shader->baseShader.limits.packed_input = 0;
+            shader->baseShader.limits.label = 0;
+            break;
+
+        /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
+        case WINED3D_SHADER_VERSION(2, 0):
+            shader->baseShader.limits.temporary = 32;
+            shader->baseShader.limits.constant_float = 32;
+            shader->baseShader.limits.constant_int = 16;
+            shader->baseShader.limits.constant_bool = 16;
+            shader->baseShader.limits.texcoord = 8;
+            shader->baseShader.limits.sampler = 16;
+            shader->baseShader.limits.packed_input = 0;
+            break;
+
+        case WINED3D_SHADER_VERSION(2, 1):
+            shader->baseShader.limits.temporary = 32;
+            shader->baseShader.limits.constant_float = 32;
+            shader->baseShader.limits.constant_int = 16;
+            shader->baseShader.limits.constant_bool = 16;
+            shader->baseShader.limits.texcoord = 8;
+            shader->baseShader.limits.sampler = 16;
+            shader->baseShader.limits.packed_input = 0;
+            shader->baseShader.limits.label = 16;
+            break;
+
+        case WINED3D_SHADER_VERSION(4, 0):
+            FIXME("Using 3.0 limits for 4.0 shader.\n");
+            /* Fall through. */
+
+        case WINED3D_SHADER_VERSION(3, 0):
+            shader->baseShader.limits.temporary = 32;
+            shader->baseShader.limits.constant_float = 224;
+            shader->baseShader.limits.constant_int = 16;
+            shader->baseShader.limits.constant_bool = 16;
+            shader->baseShader.limits.texcoord = 0;
+            shader->baseShader.limits.sampler = 16;
+            shader->baseShader.limits.packed_input = 12;
+            shader->baseShader.limits.label = 16; /* FIXME: 2048 */
+            break;
+
+        default:
+            shader->baseShader.limits.temporary = 32;
+            shader->baseShader.limits.constant_float = 32;
+            shader->baseShader.limits.constant_int = 16;
+            shader->baseShader.limits.constant_bool = 16;
+            shader->baseShader.limits.texcoord = 8;
+            shader->baseShader.limits.sampler = 16;
+            shader->baseShader.limits.packed_input = 0;
+            shader->baseShader.limits.label = 0;
+            FIXME("Unrecognized pixel shader version %u.%u\n",
+                    shader->baseShader.reg_maps.shader_version.major,
+                    shader->baseShader.reg_maps.shader_version.minor);
+    }
+}
+
+static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
+        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
+{
+    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    struct shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
+    unsigned int i, highest_reg_used = 0, num_regs_used = 0;
+    const struct wined3d_shader_frontend *fe;
+    HRESULT hr;
+
+    TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
+
+    fe = shader_select_frontend(*byte_code);
+    if (!fe)
+    {
+        FIXME("Unable to find frontend for shader.\n");
+        return WINED3DERR_INVALIDCALL;
+    }
+    shader->baseShader.frontend = fe;
+    shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
+    if (!shader->baseShader.frontend_data)
+    {
+        FIXME("Failed to initialize frontend.\n");
+        return WINED3DERR_INVALIDCALL;
+    }
+
+    /* First pass: trace shader. */
+    if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
+
+    /* Initialize immediate constant lists. */
+    list_init(&shader->baseShader.constantsF);
+    list_init(&shader->baseShader.constantsB);
+    list_init(&shader->baseShader.constantsI);
+
+    /* Second pass: figure out which registers are used, what the semantics are, etc.. */
+    hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
+            reg_maps, NULL, shader->input_signature, NULL,
+            byte_code, device->d3d_pshader_constantF);
+    if (FAILED(hr)) return hr;
+
+    pixelshader_set_limits(shader);
+
+    for (i = 0; i < MAX_REG_INPUT; ++i)
+    {
+        if (shader->input_reg_used[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))
+    {
+        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->input_reg_map[i] = i;
+        }
+
+        shader->declared_in_count = highest_reg_used + 1;
+    }
+    else
+    {
+        shader->declared_in_count = 0;
+        for (i = 0; i < MAX_REG_INPUT; ++i)
+        {
+            if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
+            else shader->input_reg_map[i] = ~0U;
+        }
+    }
+
+    shader->baseShader.load_local_constsF = FALSE;
+
+    shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
+    if (!shader->baseShader.function) return E_OUTOFMEMORY;
+    memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
+
+    return WINED3D_OK;
+}
+
+HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
+        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
+        IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+{
+    HRESULT hr;
+
+    if (!byte_code) return WINED3DERR_INVALIDCALL;
+
+    shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
+    shader_init(&shader->baseShader, device, parent, parent_ops);
+
+    hr = pixelshader_set_function(shader, byte_code, output_signature);
+    if (FAILED(hr))
+    {
+        WARN("Failed to set function, hr %#x.\n", hr);
+        shader_cleanup((IWineD3DBaseShader *)shader);
+        return hr;
+    }
+
+    return WINED3D_OK;
+}
+
+void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
+{
+    WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
+    unsigned int i;
+
+    if (reg_maps->shader_version.major != 1) return;
+
+    for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
+    {
+        /* We don't sample from this sampler. */
+        if (!sampler_type[i]) continue;
+
+        if (!textures[i])
+        {
+            WARN("No texture bound to sampler %u, using 2D.\n", i);
+            sampler_type[i] = WINED3DSTT_2D;
+            continue;
+        }
+
+        switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
+        {
+            case GL_TEXTURE_RECTANGLE_ARB:
+            case GL_TEXTURE_2D:
+                /* We have to select between texture rectangles and 2D
+                 * textures later because 2.0 and 3.0 shaders only have
+                 * WINED3DSTT_2D as well. */
+                sampler_type[i] = WINED3DSTT_2D;
+                break;
+
+            case GL_TEXTURE_3D:
+                sampler_type[i] = WINED3DSTT_VOLUME;
+                break;
+
+            case GL_TEXTURE_CUBE_MAP_ARB:
+                sampler_type[i] = WINED3DSTT_CUBE;
+                break;
+
+            default:
+                FIXME("Unrecognized texture type %#x, using 2D.\n",
+                        IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
+                sampler_type[i] = WINED3DSTT_2D;
+        }
+    }
+}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
deleted file mode 100644
index f08fd06..0000000
--- a/dlls/wined3d/vertexshader.c
+++ /dev/null
@@ -1,374 +0,0 @@
-/*
- * shaders implementation
- *
- * 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 Stefan Dösinger for CodeWeavers
- * Copyright 2009 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 <math.h>
-#include <stdio.h>
-
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
-
-static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
-{
-    DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
-            This->baseShader.reg_maps.shader_version.minor);
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
-
-    This->baseShader.limits.texcoord = 0;
-    This->baseShader.limits.attributes = 16;
-    This->baseShader.limits.packed_input = 0;
-
-    switch (shader_version)
-    {
-        case WINED3D_SHADER_VERSION(1,0):
-        case WINED3D_SHADER_VERSION(1,1):
-            This->baseShader.limits.temporary = 12;
-            This->baseShader.limits.constant_bool = 0;
-            This->baseShader.limits.constant_int = 0;
-            This->baseShader.limits.address = 1;
-            This->baseShader.limits.packed_output = 0;
-            This->baseShader.limits.sampler = 0;
-            This->baseShader.limits.label = 0;
-            /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
-             * on a vs_3_0 capable card that has 256 constants? */
-            This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
-            break;
-
-        case WINED3D_SHADER_VERSION(2,0):
-        case WINED3D_SHADER_VERSION(2,1):
-            This->baseShader.limits.temporary = 12;
-            This->baseShader.limits.constant_bool = 16;
-            This->baseShader.limits.constant_int = 16;
-            This->baseShader.limits.address = 1;
-            This->baseShader.limits.packed_output = 0;
-            This->baseShader.limits.sampler = 0;
-            This->baseShader.limits.label = 16;
-            This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
-            break;
-
-        case WINED3D_SHADER_VERSION(4,0):
-            FIXME("Using 3.0 limits for 4.0 shader\n");
-            /* Fall through */
-
-        case WINED3D_SHADER_VERSION(3,0):
-            This->baseShader.limits.temporary = 32;
-            This->baseShader.limits.constant_bool = 32;
-            This->baseShader.limits.constant_int = 32;
-            This->baseShader.limits.address = 1;
-            This->baseShader.limits.packed_output = 12;
-            This->baseShader.limits.sampler = 4;
-            This->baseShader.limits.label = 16; /* FIXME: 2048 */
-            /* 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.s
-             * use constant buffers */
-            This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
-            break;
-
-        default:
-            This->baseShader.limits.temporary = 12;
-            This->baseShader.limits.constant_bool = 16;
-            This->baseShader.limits.constant_int = 16;
-            This->baseShader.limits.address = 1;
-            This->baseShader.limits.packed_output = 0;
-            This->baseShader.limits.sampler = 0;
-            This->baseShader.limits.label = 16;
-            This->baseShader.limits.constant_float = min(256, device->d3d_vshader_constantF);
-            FIXME("Unrecognized vertex shader version %u.%u\n",
-                    This->baseShader.reg_maps.shader_version.major,
-                    This->baseShader.reg_maps.shader_version.minor);
-    }
-}
-
-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 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
-    if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
-
-    return FALSE;
-}
-
-BOOL vshader_get_input(IWineD3DVertexShader* iface, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum)
-{
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-    WORD map = This->baseShader.reg_maps.input_registers;
-    unsigned int i;
-
-    for (i = 0; map; map >>= 1, ++i)
-    {
-        if (!(map & 1)) continue;
-
-        if (match_usage(This->attributes[i].usage,
-                This->attributes[i].usage_idx, usage_req, usage_idx_req))
-        {
-            *regnum = i;
-            return TRUE;
-        }
-    }
-    return FALSE;
-}
-
-/* *******************************************
-   IWineD3DVertexShader IUnknown parts follow
-   ******************************************* */
-static HRESULT  WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
-    TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
-
-    if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
-            || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
-            || IsEqualGUID(riid, &IID_IWineD3DBase)
-            || IsEqualGUID(riid, &IID_IUnknown))
-    {
-        IUnknown_AddRef(iface);
-        *ppobj = iface;
-        return S_OK;
-    }
-
-    WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
-
-    *ppobj = NULL;
-    return E_NOINTERFACE;
-}
-
-static ULONG  WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-    ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
-
-    TRACE("%p increasing refcount to %u\n", This, refcount);
-
-    return refcount;
-}
-
-static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-    ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
-
-    TRACE("%p decreasing refcount to %u\n", This, refcount);
-
-    if (!refcount)
-    {
-        shader_cleanup((IWineD3DBaseShader *)iface);
-        This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
-        HeapFree(GetProcessHeap(), 0, This);
-    }
-
-    return refcount;
-}
-
-/* *******************************************
-   IWineD3DVertexShader IWineD3DVertexShader parts follow
-   ******************************************* */
-
-static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-
-    *parent = This->baseShader.parent;
-    IUnknown_AddRef(*parent);
-    TRACE("(%p) : returning %p\n", This, *parent);
-    return WINED3D_OK;
-}
-
-static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
-    IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
-    TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
-
-    if (NULL == pData) {
-        *pSizeOfData = This->baseShader.functionLength;
-        return WINED3D_OK;
-    }
-    if (*pSizeOfData < This->baseShader.functionLength) {
-        /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
-         * than the required size we should write the required size and
-         * return D3DERR_MOREDATA. That's not actually true. */
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    TRACE("(%p) : GetFunction copying to %p\n", This, pData);
-    memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
-
-    return WINED3D_OK;
-}
-
-static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
-        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
-{
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
-    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
-    const struct wined3d_shader_frontend *fe;
-    unsigned int i;
-    HRESULT hr;
-    shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
-
-    TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
-
-    fe = shader_select_frontend(*byte_code);
-    if (!fe)
-    {
-        FIXME("Unable to find frontend for shader.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-    shader->baseShader.frontend = fe;
-    shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
-    if (!shader->baseShader.frontend_data)
-    {
-        FIXME("Failed to initialize frontend.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    /* First pass: trace shader */
-    if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
-
-    /* Initialize immediate constant lists */
-    list_init(&shader->baseShader.constantsF);
-    list_init(&shader->baseShader.constantsB);
-    list_init(&shader->baseShader.constantsI);
-
-    /* Second pass: figure out registers used, semantics, etc.. */
-    shader->min_rel_offset = device->d3d_vshader_constantF;
-    shader->max_rel_offset = 0;
-    hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
-            reg_maps, shader->attributes, NULL, shader->output_signature,
-            byte_code, device->d3d_vshader_constantF);
-    if (hr != WINED3D_OK) return hr;
-
-    if (output_signature)
-    {
-        for (i = 0; i < output_signature->element_count; ++i)
-        {
-            struct wined3d_shader_signature_element *e = &output_signature->elements[i];
-            reg_maps->output_registers |= 1 << e->register_idx;
-            shader->output_signature[e->register_idx] = *e;
-        }
-    }
-
-    vshader_set_limits(shader);
-
-    if (device->vs_selected_mode == SHADER_ARB
-            && (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT)
-            && shader->min_rel_offset <= shader->max_rel_offset)
-    {
-        if (shader->max_rel_offset - shader->min_rel_offset > 127)
-        {
-            FIXME("The difference between the minimum and maximum relative offset is > 127\n");
-            FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
-            FIXME("Min: %d, Max: %d\n", shader->min_rel_offset, shader->max_rel_offset);
-        }
-        else if (shader->max_rel_offset - shader->min_rel_offset > 63)
-        {
-            shader->rel_offset = shader->min_rel_offset + 63;
-        }
-        else if (shader->max_rel_offset > 63)
-        {
-            shader->rel_offset = shader->min_rel_offset;
-        }
-        else
-        {
-            shader->rel_offset = 0;
-        }
-    }
-    shader->baseShader.load_local_constsF = shader->baseShader.reg_maps.usesrelconstF
-            && !list_empty(&shader->baseShader.constantsF);
-
-    /* copy the function ... because it will certainly be released by application */
-    shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
-    if (!shader->baseShader.function) return E_OUTOFMEMORY;
-    memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
-
-    return WINED3D_OK;
-}
-
-/* Set local constants for d3d8 shaders */
-static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
-        UINT start_idx, const float *src_data, UINT count) {
-    IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
-    UINT i, end_idx;
-
-    TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
-
-    end_idx = start_idx + count;
-    if (end_idx > device->d3d_vshader_constantF)
-    {
-        WARN("end_idx %u > float constants limit %u\n", end_idx, device->d3d_vshader_constantF);
-        end_idx = device->d3d_vshader_constantF;
-    }
-
-    for (i = start_idx; i < end_idx; ++i) {
-        local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
-        if (!lconst) return E_OUTOFMEMORY;
-
-        lconst->idx = i;
-        memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
-        list_add_head(&This->baseShader.constantsF, &lconst->entry);
-    }
-
-    return WINED3D_OK;
-}
-
-static const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
-{
-    /*** IUnknown methods ***/
-    IWineD3DVertexShaderImpl_QueryInterface,
-    IWineD3DVertexShaderImpl_AddRef,
-    IWineD3DVertexShaderImpl_Release,
-    /*** IWineD3DBase methods ***/
-    IWineD3DVertexShaderImpl_GetParent,
-    /*** IWineD3DBaseShader methods ***/
-    IWineD3DVertexShaderImpl_GetFunction,
-    /*** IWineD3DVertexShader methods ***/
-    IWIneD3DVertexShaderImpl_SetLocalConstantsF
-};
-
-void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
-    args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
-    args->clip_enabled = stateblock->renderState[WINED3DRS_CLIPPING] && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
-    args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
-}
-
-HRESULT vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device,
-        const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
-        IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
-{
-    HRESULT hr;
-
-    if (!byte_code) return WINED3DERR_INVALIDCALL;
-
-    shader->lpVtbl = &IWineD3DVertexShader_Vtbl;
-    shader_init(&shader->baseShader, device, parent, parent_ops);
-
-    hr = vertexshader_set_function(shader, byte_code, output_signature);
-    if (FAILED(hr))
-    {
-        WARN("Failed to set function, hr %#x.\n", hr);
-        shader_cleanup((IWineD3DBaseShader *)shader);
-        return hr;
-    }
-
-    return WINED3D_OK;
-}
-- 
1.6.4.4




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