/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2015-2018 Baldur Karlsson
 * Copyright (c) 2014 Crytek
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ******************************************************************************/

// TODO remove me
#include "dxbc_debug.h"
#include <math.h>
#include <algorithm>
#include "api/replay/renderdoc_replay.h"
#include "common/common.h"
#include "driver/d3d11/d3d11_device.h"
#include "driver/d3d11/d3d11_shader_cache.h"
#include "maths/formatpacking.h"
#include "dxbc_inspect.h"

using namespace DXBC;

namespace ShaderDebug
{
static float round_ne(float x)
{
  if(!_finite(x) || _isnan(x))
    return x;

  float rem = remainderf(x, 1.0f);

  return x - rem;
}

VarType State::OperationType(const OpcodeType &op) const
{
  switch(op)
  {
    // non typed operations, just return float
    case OPCODE_LOOP:
    case OPCODE_CONTINUE:
    case OPCODE_CONTINUEC:
    case OPCODE_ENDLOOP:
    case OPCODE_SWITCH:
    case OPCODE_CASE:
    case OPCODE_DEFAULT:
    case OPCODE_ENDSWITCH:
    case OPCODE_ELSE:
    case OPCODE_ENDIF:
    case OPCODE_RET:
    case OPCODE_RETC:
    case OPCODE_DISCARD:
    case OPCODE_NOP:
    case OPCODE_CUSTOMDATA:
    case OPCODE_SYNC:
    case OPCODE_STORE_UAV_TYPED:
    case OPCODE_STORE_RAW:
    case OPCODE_STORE_STRUCTURED:
      return VarType::Float;

    // operations that can be either type, also just return float (fixed up later)
    case OPCODE_SAMPLE:
    case OPCODE_SAMPLE_L:
    case OPCODE_SAMPLE_B:
    case OPCODE_SAMPLE_C:
    case OPCODE_SAMPLE_C_LZ:
    case OPCODE_GATHER4:
    case OPCODE_GATHER4_C:
    case OPCODE_GATHER4_PO:
    case OPCODE_GATHER4_PO_C:
    case OPCODE_SAMPLE_D:
    case OPCODE_RESINFO:
    case OPCODE_BUFINFO:
    case OPCODE_SAMPLE_INFO:
    case OPCODE_SAMPLE_POS:
    case OPCODE_EVAL_CENTROID:
    case OPCODE_EVAL_SAMPLE_INDEX:
    case OPCODE_EVAL_SNAPPED:
    case OPCODE_LOD:
    case OPCODE_LD:
    case OPCODE_LD_MS: return VarType::Float;

    case OPCODE_ADD:
    case OPCODE_MUL:
    case OPCODE_DIV:
    case OPCODE_MOV:
    case OPCODE_MOVC:
    case OPCODE_MAX:
    case OPCODE_MIN:
    case OPCODE_MAD:
    case OPCODE_DP2:
    case OPCODE_DP3:
    case OPCODE_DP4:
    case OPCODE_SINCOS:
    case OPCODE_F16TOF32:
    case OPCODE_F32TOF16:
    case OPCODE_FRC:
    case OPCODE_FTOI:
    case OPCODE_FTOU:
    case OPCODE_FTOD:
    case OPCODE_ROUND_PI:
    case OPCODE_ROUND_Z:
    case OPCODE_ROUND_NE:
    case OPCODE_ROUND_NI:
    case OPCODE_RCP:
    case OPCODE_RSQ:
    case OPCODE_SQRT:
    case OPCODE_LOG:
    case OPCODE_EXP:
    case OPCODE_LT:
    case OPCODE_GE:
    case OPCODE_EQ:
    case OPCODE_NE:
    case OPCODE_DERIV_RTX:
    case OPCODE_DERIV_RTX_COARSE:
    case OPCODE_DERIV_RTX_FINE:
    case OPCODE_DERIV_RTY:
    case OPCODE_DERIV_RTY_COARSE:
    case OPCODE_DERIV_RTY_FINE: return VarType::Float;

    case OPCODE_AND:
    case OPCODE_OR:
    case OPCODE_IADD:
    case OPCODE_IMUL:
    case OPCODE_IMAD:
    case OPCODE_ISHL:
    case OPCODE_IGE:
    case OPCODE_IEQ:
    case OPCODE_ILT:
    case OPCODE_ISHR:
    case OPCODE_IBFE:
    case OPCODE_INE:
    case OPCODE_INEG:
    case OPCODE_IMAX:
    case OPCODE_IMIN:
    case OPCODE_SWAPC:
    case OPCODE_BREAK:
    case OPCODE_BREAKC:
    case OPCODE_IF:
    case OPCODE_ITOF:
    case OPCODE_DTOI: return VarType::Int;

    case OPCODE_ATOMIC_IADD:
    case OPCODE_ATOMIC_IMAX:
    case OPCODE_ATOMIC_IMIN:
    case OPCODE_IMM_ATOMIC_IADD:
    case OPCODE_IMM_ATOMIC_IMAX:
    case OPCODE_IMM_ATOMIC_IMIN: return VarType::Int;
    case OPCODE_ATOMIC_AND:
    case OPCODE_ATOMIC_OR:
    case OPCODE_ATOMIC_XOR:
    case OPCODE_ATOMIC_CMP_STORE:
    case OPCODE_ATOMIC_UMAX:
    case OPCODE_ATOMIC_UMIN:
    case OPCODE_IMM_ATOMIC_AND:
    case OPCODE_IMM_ATOMIC_OR:
    case OPCODE_IMM_ATOMIC_XOR:
    case OPCODE_IMM_ATOMIC_EXCH:
    case OPCODE_IMM_ATOMIC_CMP_EXCH:
    case OPCODE_IMM_ATOMIC_UMAX:
    case OPCODE_IMM_ATOMIC_UMIN: return VarType::UInt;

    case OPCODE_BFREV:
    case OPCODE_COUNTBITS:
    case OPCODE_FIRSTBIT_HI:
    case OPCODE_FIRSTBIT_LO:
    case OPCODE_FIRSTBIT_SHI:
    case OPCODE_UADDC:
    case OPCODE_USUBB:
    case OPCODE_UMAD:
    case OPCODE_UMUL:
    case OPCODE_UMIN:
    case OPCODE_IMM_ATOMIC_ALLOC:
    case OPCODE_IMM_ATOMIC_CONSUME:
    case OPCODE_UMAX:
    case OPCODE_UDIV:
    case OPCODE_UTOF:
    case OPCODE_USHR:
    case OPCODE_ULT:
    case OPCODE_UGE:
    case OPCODE_BFI:
    case OPCODE_UBFE:
    case OPCODE_NOT:
    case OPCODE_XOR:
    case OPCODE_LD_RAW:
    case OPCODE_LD_UAV_TYPED:
    case OPCODE_LD_STRUCTURED:
    case OPCODE_DTOU: return VarType::UInt;

    case OPCODE_DADD:
    case OPCODE_DMAX:
    case OPCODE_DMIN:
    case OPCODE_DMUL:
    case OPCODE_DEQ:
    case OPCODE_DNE:
    case OPCODE_DGE:
    case OPCODE_DLT:
    case OPCODE_DMOV:
    case OPCODE_DMOVC:
    case OPCODE_DTOF:
    case OPCODE_DDIV:
    case OPCODE_DFMA:
    case OPCODE_DRCP:
    case OPCODE_ITOD:
    case OPCODE_UTOD: return VarType::Double;

    default: RDCERR("Unhandled operation %d in shader debugging", op); return VarType::Float;
  }
}

void DoubleSet(ShaderVariable &var, const double in[2])
{
  var.value.d.x = in[0];
  var.value.d.y = in[1];
  var.type = VarType::Double;
}

void DoubleGet(const ShaderVariable &var, double out[2])
{
  out[0] = var.value.d.x;
  out[1] = var.value.d.y;
}

ShaderVariable sat(const ShaderVariable &v, const VarType type)
{
  ShaderVariable r = v;

  switch(type)
  {
    case VarType::Int:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.iv[i] = v.value.iv[i] < 0 ? 0 : (v.value.iv[i] > 1 ? 1 : v.value.iv[i]);
      break;
    }
    case VarType::UInt:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.uv[i] = v.value.uv[i] ? 1 : 0;
      break;
    }
    case VarType::Float:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.fv[i] = v.value.fv[i] < 0 ? 0 : (v.value.fv[i] > 1 ? 1 : v.value.fv[i]);
      break;
    }
    case VarType::Double:
    {
      double src[2];
      DoubleGet(v, src);

      double dst[2];
      dst[0] = src[0] < 0 ? 0 : (src[0] > 1 ? 1 : src[0]);
      dst[1] = src[1] < 0 ? 0 : (src[1] > 1 ? 1 : src[1]);

      DoubleSet(r, dst);
      break;
    }
    default:
      RDCFATAL(
          "Unsupported type of variable %d in math operation.\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.",
          type);
  }

  r.type = type;

  return r;
}

ShaderVariable abs(const ShaderVariable &v, const VarType type)
{
  ShaderVariable r = v;

  switch(type)
  {
    case VarType::Int:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.iv[i] = v.value.iv[i] > 0 ? v.value.iv[i] : -v.value.iv[i];
      break;
    }
    case VarType::UInt: { break;
    }
    case VarType::Float:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.fv[i] = v.value.fv[i] > 0 ? v.value.fv[i] : -v.value.fv[i];
      break;
    }
    case VarType::Double:
    {
      double src[2];
      DoubleGet(v, src);

      double dst[2];
      dst[0] = src[0] > 0 ? src[0] : -src[0];
      dst[1] = src[1] > 0 ? src[1] : -src[1];

      DoubleSet(r, dst);
      break;
    }
    default:
      RDCFATAL(
          "Unsupported type of variable %d in math operation.\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.",
          type);
  }

  r.type = type;

  return r;
}

ShaderVariable neg(const ShaderVariable &v, const VarType type)
{
  ShaderVariable r = v;

  switch(type)
  {
    case VarType::Int:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.iv[i] = -v.value.iv[i];
      break;
    }
    case VarType::UInt: { break;
    }
    case VarType::Float:
    {
      for(size_t i = 0; i < v.columns; i++)
        r.value.fv[i] = -v.value.fv[i];
      break;
    }
    case VarType::Double:
    {
      double src[2];
      DoubleGet(v, src);

      double dst[2];
      dst[0] = -src[0];
      dst[1] = -src[1];

      DoubleSet(r, dst);
      break;
    }
    default:
      RDCFATAL(
          "Unsupported type of variable %d in math operation.\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.",
          type);
  }

  r.type = type;

  return r;
}

ShaderVariable mul(const ShaderVariable &a, const ShaderVariable &b, const VarType type)
{
  ShaderVariable r = a;

  switch(type)
  {
    case VarType::Int:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.iv[i] = a.value.iv[i] * b.value.iv[i];
      break;
    }
    case VarType::UInt:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.uv[i] = a.value.uv[i] * b.value.uv[i];
      break;
    }
    case VarType::Float:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.fv[i] = a.value.fv[i] * b.value.fv[i];
      break;
    }
    case VarType::Double:
    {
      double src0[2], src1[2];
      DoubleGet(a, src0);
      DoubleGet(b, src1);

      double dst[2];
      dst[0] = src0[0] * src1[0];
      dst[1] = src0[1] * src1[1];

      DoubleSet(r, dst);
      break;
    }
    default:
      RDCFATAL(
          "Unsupported type of variable %d in math operation.\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.",
          type);
  }

  r.type = type;

  return r;
}

ShaderVariable div(const ShaderVariable &a, const ShaderVariable &b, const VarType type)
{
  ShaderVariable r = a;

  switch(type)
  {
    case VarType::Int:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.iv[i] = a.value.iv[i] / b.value.iv[i];
      break;
    }
    case VarType::UInt:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.uv[i] = a.value.uv[i] / b.value.uv[i];
      break;
    }
    case VarType::Float:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.fv[i] = a.value.fv[i] / b.value.fv[i];
      break;
    }
    case VarType::Double:
    {
      double src0[2], src1[2];
      DoubleGet(a, src0);
      DoubleGet(b, src1);

      double dst[2];
      dst[0] = src0[0] / src1[0];
      dst[1] = src0[1] / src1[1];

      DoubleSet(r, dst);
      break;
    }
    default:
      RDCFATAL(
          "Unsupported type of variable %d in math operation.\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.",
          type);
  }

  r.type = type;

  return r;
}

ShaderVariable add(const ShaderVariable &a, const ShaderVariable &b, const VarType type)
{
  ShaderVariable r = a;

  switch(type)
  {
    case VarType::Int:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.iv[i] = a.value.iv[i] + b.value.iv[i];
      break;
    }
    case VarType::UInt:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.uv[i] = a.value.uv[i] + b.value.uv[i];
      break;
    }
    case VarType::Float:
    {
      for(size_t i = 0; i < a.columns; i++)
        r.value.fv[i] = a.value.fv[i] + b.value.fv[i];
      break;
    }
    case VarType::Double:
    {
      double src0[2], src1[2];
      DoubleGet(a, src0);
      DoubleGet(b, src1);

      double dst[2];
      dst[0] = src0[0] + src1[0];
      dst[1] = src0[1] + src1[1];

      DoubleSet(r, dst);
      break;
    }
    default:
      RDCFATAL(
          "Unsupported type of variable %d in math operation.\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.",
          type);
  }

  r.type = type;

  return r;
}

ShaderVariable sub(const ShaderVariable &a, const ShaderVariable &b, const VarType type)
{
  return add(a, neg(b, type), type);
}

void State::Init()
{
  vector<uint32_t> indexTempSizes;

  for(size_t i = 0; i < dxbc->GetNumDeclarations(); i++)
  {
    const DXBC::ASMDecl &decl = dxbc->GetDeclaration(i);

    if(decl.declaration == OPCODE_DCL_TEMPS)
    {
      registers.reserve(decl.numTemps);

      for(uint32_t t = 0; t < decl.numTemps; t++)
      {
        char buf[64] = {0};

        StringFormat::snprintf(buf, 63, "r%d", t);

        registers.push_back(ShaderVariable(buf, 0l, 0l, 0l, 0l));
      }
    }
    if(decl.declaration == OPCODE_DCL_INDEXABLE_TEMP)
    {
      uint32_t reg = decl.tempReg;
      uint32_t size = decl.numTemps;
      if(reg >= indexTempSizes.size())
        indexTempSizes.resize(reg + 1);

      indexTempSizes[reg] = size;
    }
  }

  if(indexTempSizes.size())
  {
    indexableTemps.resize(indexTempSizes.size());

    for(int32_t i = 0; i < (int32_t)indexTempSizes.size(); i++)
    {
      if(indexTempSizes[i] > 0)
      {
        indexableTemps[i].members.resize(indexTempSizes[i]);
        for(uint32_t t = 0; t < indexTempSizes[i]; t++)
        {
          char buf[64] = {0};

          StringFormat::snprintf(buf, 63, "x%u[%u]", i, t);

          indexableTemps[i].members[t] = ShaderVariable(buf, 0l, 0l, 0l, 0l);
        }
      }
    }
  }
}

bool State::Finished() const
{
  return dxbc && (done || nextInstruction >= (int)dxbc->GetNumInstructions());
}

bool State::AssignValue(ShaderVariable &dst, uint32_t dstIndex, const ShaderVariable &src,
                        uint32_t srcIndex)
{
  if(src.type == VarType::Float)
  {
    float ft = src.value.fv[srcIndex];
    if(!_finite(ft) || _isnan(ft))
      flags |= ShaderEvents::GeneratedNanOrInf;
  }
  else if(src.type == VarType::Double)
  {
    double dt = src.value.dv[srcIndex];
    if(!_finite(dt) || _isnan(dt))
      flags |= ShaderEvents::GeneratedNanOrInf;
  }

  bool ret = (dst.value.uv[dstIndex] != src.value.uv[srcIndex]);

  dst.value.uv[dstIndex] = src.value.uv[srcIndex];

  return ret;
}

void State::SetDst(const ASMOperand &dstoper, const ASMOperation &op, const ShaderVariable &val)
{
  ShaderVariable *v = NULL;

  uint32_t indices[4] = {0};

  RDCASSERT(dstoper.indices.size() <= 4);

  for(size_t i = 0; i < dstoper.indices.size(); i++)
  {
    if(dstoper.indices[i].absolute)
      indices[i] = (uint32_t)dstoper.indices[i].index;
    else
      indices[i] = 0;

    if(dstoper.indices[i].relative)
    {
      ShaderVariable idx = GetSrc(dstoper.indices[i].operand, op);

      indices[i] += idx.value.i.x;
    }
  }

  RegisterRange range;
  range.index = uint16_t(indices[0]);

  switch(dstoper.type)
  {
    case TYPE_TEMP:
    {
      range.type = RegisterType::Temporary;
      RDCASSERT(indices[0] < (uint32_t)registers.size());
      if(indices[0] < (uint32_t)registers.size())
        v = &registers[(size_t)indices[0]];
      break;
    }
    case TYPE_INDEXABLE_TEMP:
    {
      range.type = RegisterType::IndexedTemporary;
      RDCASSERT(dstoper.indices.size() == 2);

      if(dstoper.indices.size() == 2)
      {
        RDCASSERT(indices[0] < (uint32_t)indexableTemps.size());
        if(indices[0] < (uint32_t)indexableTemps.size())
        {
          RDCASSERT(indices[1] < (uint32_t)indexableTemps[indices[0]].members.size());
          if(indices[1] < (uint32_t)indexableTemps[indices[0]].members.size())
          {
            v = &indexableTemps[indices[0]].members[indices[1]];
          }
        }
      }
      break;
    }
    case TYPE_OUTPUT:
    {
      range.type = RegisterType::Output;
      RDCASSERT(indices[0] < (uint32_t)outputs.size());
      if(indices[0] < (uint32_t)outputs.size())
        v = &outputs[(size_t)indices[0]];
      break;
    }
    case TYPE_INPUT:
    case TYPE_CONSTANT_BUFFER:
    {
      RDCERR(
          "Attempt to write to read-only operand (input, cbuffer, etc).\n"
          "This is likely a bug in the asm extraction as such code isn't likely to be produced by "
          "fxc.");
      break;
    }
    case TYPE_NULL:
    {
      // nothing to do!
      return;
    }
    case TYPE_OUTPUT_DEPTH:
    case TYPE_OUTPUT_DEPTH_LESS_EQUAL:
    case TYPE_OUTPUT_DEPTH_GREATER_EQUAL:
    case TYPE_OUTPUT_STENCIL_REF:
    case TYPE_OUTPUT_COVERAGE_MASK:
    {
      // handle all semantic outputs together
      ShaderBuiltin builtin = ShaderBuiltin::Count;
      switch(dstoper.type)
      {
        case TYPE_OUTPUT_DEPTH: builtin = ShaderBuiltin::DepthOutput; break;
        case TYPE_OUTPUT_DEPTH_LESS_EQUAL: builtin = ShaderBuiltin::DepthOutputLessEqual; break;
        case TYPE_OUTPUT_DEPTH_GREATER_EQUAL:
          builtin = ShaderBuiltin::DepthOutputGreaterEqual;
          break;
        case TYPE_OUTPUT_STENCIL_REF: builtin = ShaderBuiltin::StencilReference; break;
        case TYPE_OUTPUT_COVERAGE_MASK: builtin = ShaderBuiltin::MSAACoverage; break;
        default: RDCERR("Invalid dest operand!"); break;
      }

      for(size_t i = 0; i < dxbc->m_OutputSig.size(); i++)
      {
        if(dxbc->m_OutputSig[i].systemValue == builtin)
        {
          v = &outputs[i];
          break;
        }
      }

      if(!v)
      {
        RDCERR("Couldn't find type %d by semantic matching, falling back to string match",
               dstoper.type);

        std::string name = dstoper.toString(dxbc, ToString::ShowSwizzle);
        for(size_t i = 0; i < outputs.size(); i++)
        {
          if(outputs[i].name == name)
          {
            v = &outputs[i];
            break;
          }
        }

        if(v)
          break;
      }

      break;
    }
    default:
    {
      RDCERR("Currently unsupported destination operand type %d!", dstoper.type);

      std::string name = dstoper.toString(dxbc, ToString::ShowSwizzle);
      for(size_t i = 0; i < outputs.size(); i++)
      {
        if(outputs[i].name == name)
        {
          v = &outputs[i];
          break;
        }
      }

      if(v)
        break;

      break;
    }
  }

  RDCASSERT(v);

  if(v)
  {
    ShaderVariable right = val;

    RDCASSERT(v->rows == 1 && right.rows == 1);
    RDCASSERT(right.columns <= 4);

    // behaviour for scalar and vector masks are slightly different.
    // in a scalar operation like r0.z = r4.x + r6.y
    // then when doing the set to dest we must write into the .z
    // from the only component - x - since the result is scalar.
    // in a vector operation like r0.zw = r4.xxxy + r6.yyyz
    // then we must write from matching component to matching component

    if(op.saturate)
      right = sat(right, OperationType(op.operation));

    if(dstoper.comps[0] != 0xff && dstoper.comps[1] == 0xff && dstoper.comps[2] == 0xff &&
       dstoper.comps[3] == 0xff)
    {
      RDCASSERT(dstoper.comps[0] != 0xff);

      bool changed = AssignValue(*v, dstoper.comps[0], right, 0);

      if(changed && range.type != RegisterType::Undefined)
      {
        range.component = dstoper.comps[0];
        modified.push_back(range);
      }
    }
    else
    {
      int compsWritten = 0;
      for(size_t i = 0; i < 4; i++)
      {
        // if comps value is 0xff, we should not write to this component
        if(dstoper.comps[i] != 0xff)
        {
          RDCASSERT(dstoper.comps[i] < v->columns);
          bool changed = AssignValue(*v, dstoper.comps[i], right, dstoper.comps[i]);
          compsWritten++;

          if(changed && range.type != RegisterType::Undefined)
          {
            range.component = dstoper.comps[i];
            modified.push_back(range);
          }
        }
      }

      if(compsWritten == 0)
      {
        bool changed = AssignValue(*v, 0, right, 0);

        if(changed && range.type != RegisterType::Undefined)
        {
          range.component = 0;
          modified.push_back(range);
        }
      }
    }
  }
}

ShaderVariable State::DDX(bool fine, State quad[4], const DXBC::ASMOperand &oper,
                          const DXBC::ASMOperation &op) const
{
  ShaderVariable ret;

  VarType optype = OperationType(op.operation);

  if(!fine)
  {
    // use top-left pixel's neighbours
    ret = sub(quad[1].GetSrc(oper, op), quad[0].GetSrc(oper, op), optype);
  }
  // find direct neighbours - left pixel in the quad
  else if(quadIndex % 2 == 0)
  {
    ret = sub(quad[quadIndex + 1].GetSrc(oper, op), quad[quadIndex].GetSrc(oper, op), optype);
  }
  else
  {
    ret = sub(quad[quadIndex].GetSrc(oper, op), quad[quadIndex - 1].GetSrc(oper, op), optype);
  }

  return ret;
}

ShaderVariable State::DDY(bool fine, State quad[4], const DXBC::ASMOperand &oper,
                          const DXBC::ASMOperation &op) const
{
  ShaderVariable ret;

  VarType optype = OperationType(op.operation);

  if(!fine)
  {
    // use top-left pixel's neighbours
    ret = sub(quad[2].GetSrc(oper, op), quad[0].GetSrc(oper, op), optype);
  }
  // find direct neighbours - top pixel in the quad
  else if(quadIndex / 2 == 0)
  {
    ret = sub(quad[quadIndex + 2].GetSrc(oper, op), quad[quadIndex].GetSrc(oper, op), optype);
  }
  else
  {
    ret = sub(quad[quadIndex].GetSrc(oper, op), quad[quadIndex - 2].GetSrc(oper, op), optype);
  }

  return ret;
}

ShaderVariable State::GetSrc(const ASMOperand &oper, const ASMOperation &op) const
{
  ShaderVariable v, s;

  uint32_t indices[4] = {0};

  RDCASSERT(oper.indices.size() <= 4);

  for(size_t i = 0; i < oper.indices.size(); i++)
  {
    if(oper.indices[i].absolute)
      indices[i] = (uint32_t)oper.indices[i].index;
    else
      indices[i] = 0;

    if(oper.indices[i].relative)
    {
      ShaderVariable idx = GetSrc(oper.indices[i].operand, op);

      indices[i] += idx.value.i.x;
    }
  }

  switch(oper.type)
  {
    case TYPE_TEMP:
    {
      // we assume we never write to an uninitialised register
      RDCASSERT(indices[0] < (uint32_t)registers.size());

      if(indices[0] < (uint32_t)registers.size())
        v = s = registers[indices[0]];
      else
        v = s = ShaderVariable("", indices[0], indices[0], indices[0], indices[0]);

      break;
    }
    case TYPE_INDEXABLE_TEMP:
    {
      RDCASSERT(oper.indices.size() == 2);

      if(oper.indices.size() == 2)
      {
        RDCASSERT(indices[0] < (uint32_t)indexableTemps.size());
        if(indices[0] < (uint32_t)indexableTemps.size())
        {
          RDCASSERT(indices[1] < (uint32_t)indexableTemps[indices[0]].members.size());
          if(indices[1] < (uint32_t)indexableTemps[indices[0]].members.size())
          {
            v = s = indexableTemps[indices[0]].members[indices[1]];
          }
        }
      }
      break;
    }
    case TYPE_INPUT:
    {
      RDCASSERT(indices[0] < (uint32_t)trace->inputs.size());

      if(indices[0] < (uint32_t)trace->inputs.size())
        v = s = trace->inputs[indices[0]];
      else
        v = s = ShaderVariable("", indices[0], indices[0], indices[0], indices[0]);

      break;
    }
    case TYPE_OUTPUT:
    {
      RDCASSERT(indices[0] < (uint32_t)outputs.size());

      if(indices[0] < (uint32_t)outputs.size())
        v = s = outputs[indices[0]];
      else
        v = s = ShaderVariable("", indices[0], indices[0], indices[0], indices[0]);

      break;
    }

    // instructions referencing group shared memory handle it specially (the operand
    // itself just names the groupshared memory region, there's a separate dst address
    // operand).
    case TYPE_THREAD_GROUP_SHARED_MEMORY:

    case TYPE_RESOURCE:
    case TYPE_SAMPLER:
    case TYPE_UNORDERED_ACCESS_VIEW:
    case TYPE_NULL:
    case TYPE_RASTERIZER:
    {
      // should be handled specially by instructions that expect these types of
      // argument but let's be sane and include the index
      v = s = ShaderVariable("", indices[0], indices[0], indices[0], indices[0]);
      break;
    }
    case TYPE_IMMEDIATE32:
    case TYPE_IMMEDIATE64:
    {
      s.name = "Immediate";

      if(oper.numComponents == NUMCOMPS_1)
      {
        s.rows = 1;
        s.columns = 1;
      }
      else if(oper.numComponents == NUMCOMPS_4)
      {
        s.rows = 1;
        s.columns = 4;
      }
      else
      {
        RDCFATAL("N-wide vectors not supported (per hlsl spec)");
      }

      if(oper.type == TYPE_IMMEDIATE32)
      {
        for(size_t i = 0; i < s.columns; i++)
        {
          s.value.iv[i] = (int32_t)oper.values[i];
        }
      }
      else
      {
        RDCUNIMPLEMENTED(
            "Encountered immediate 64bit value!");    // need to figure out what to do here.
      }

      v = s;

      break;
    }
    case TYPE_CONSTANT_BUFFER:
    {
      int cb = -1;

      for(size_t i = 0; i < dxbc->m_CBuffers.size(); i++)
      {
        if(dxbc->m_CBuffers[i].reg == indices[0])
        {
          cb = (int)i;
          break;
        }
      }

      RDCASSERTMSG("Invalid cbuffer lookup", cb != -1 && cb < trace->constantBlocks.count(), cb,
                   trace->constantBlocks.count());

      if(cb >= 0 && cb < trace->constantBlocks.count())
      {
        RDCASSERTMSG("Out of bounds cbuffer lookup",
                     indices[1] < (uint32_t)trace->constantBlocks[cb].members.count(), indices[1],
                     trace->constantBlocks[cb].members.count());

        if(indices[1] < (uint32_t)trace->constantBlocks[cb].members.count())
          v = s = trace->constantBlocks[cb].members[indices[1]];
        else
          v = s = ShaderVariable("", 0U, 0U, 0U, 0U);
      }
      else
      {
        v = s = ShaderVariable("", 0U, 0U, 0U, 0U);
      }

      break;
    }
    case TYPE_IMMEDIATE_CONSTANT_BUFFER:
    {
      v = s = ShaderVariable("", 0, 0, 0, 0);

      // if this Vec4f is entirely in the ICB
      if(indices[0] <= dxbc->m_Immediate.size() / 4 - 1)
      {
        memcpy(s.value.uv, &dxbc->m_Immediate[indices[0] * 4], sizeof(Vec4f));
      }
      else
      {
        // ICBs are always a multiple of Vec4fs, so no need to do a partial read (like in a normal
        // CB)
        RDCWARN(
            "Shader read off the end of an immediate constant buffer. Bug in shader or simulation? "
            "Clamping to 0s");
      }

      break;
    }
    case TYPE_INPUT_THREAD_GROUP_ID:
    {
      v = s = ShaderVariable("vThreadGroupID", semantics.GroupID[0], semantics.GroupID[1],
                             semantics.GroupID[2], (uint32_t)0);

      break;
    }
    case TYPE_INPUT_THREAD_ID:
    {
      uint32_t numthreads[3] = {0, 0, 0};

      for(size_t i = 0; i < dxbc->GetNumDeclarations(); i++)
      {
        const ASMDecl &decl = dxbc->GetDeclaration(i);

        if(decl.declaration == OPCODE_DCL_THREAD_GROUP)
        {
          numthreads[0] = decl.groupSize[0];
          numthreads[1] = decl.groupSize[1];
          numthreads[2] = decl.groupSize[2];
        }
      }

      RDCASSERT(numthreads[0] >= 1 && numthreads[0] <= 1024);
      RDCASSERT(numthreads[1] >= 1 && numthreads[1] <= 1024);
      RDCASSERT(numthreads[2] >= 1 && numthreads[2] <= 64);
      RDCASSERT(numthreads[0] * numthreads[1] * numthreads[2] <= 1024);

      v = s =
          ShaderVariable("vThreadID", semantics.GroupID[0] * numthreads[0] + semantics.ThreadID[0],
                         semantics.GroupID[1] * numthreads[1] + semantics.ThreadID[1],
                         semantics.GroupID[2] * numthreads[2] + semantics.ThreadID[2], (uint32_t)0);

      break;
    }
    case TYPE_INPUT_THREAD_ID_IN_GROUP:
    {
      v = s = ShaderVariable("vThreadIDInGroup", semantics.ThreadID[0], semantics.ThreadID[1],
                             semantics.ThreadID[2], (uint32_t)0);

      break;
    }
    case TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED:
    {
      uint32_t numthreads[3] = {0, 0, 0};

      for(size_t i = 0; i < dxbc->GetNumDeclarations(); i++)
      {
        const ASMDecl &decl = dxbc->GetDeclaration(i);

        if(decl.declaration == OPCODE_DCL_THREAD_GROUP)
        {
          numthreads[0] = decl.groupSize[0];
          numthreads[1] = decl.groupSize[1];
          numthreads[2] = decl.groupSize[2];
        }
      }

      RDCASSERT(numthreads[0] >= 1 && numthreads[0] <= 1024);
      RDCASSERT(numthreads[1] >= 1 && numthreads[1] <= 1024);
      RDCASSERT(numthreads[2] >= 1 && numthreads[2] <= 64);
      RDCASSERT(numthreads[0] * numthreads[1] * numthreads[2] <= 1024);

      uint32_t flattened = semantics.ThreadID[2] * numthreads[0] * numthreads[1] +
                           semantics.ThreadID[1] * numthreads[0] + semantics.ThreadID[0];

      v = s = ShaderVariable("vThreadIDInGroupFlattened", flattened, flattened, flattened, flattened);
      break;
    }
    case TYPE_INPUT_COVERAGE_MASK:
    {
      v = s = ShaderVariable("vCoverage", semantics.coverage, semantics.coverage,
                             semantics.coverage, semantics.coverage);
      break;
    }
    case TYPE_INPUT_PRIMITIVEID:
    {
      v = s = ShaderVariable("vPrimitiveID", semantics.primID, semantics.primID, semantics.primID,
                             semantics.primID);
      break;
    }
    default:
    {
      RDCERR("Currently unsupported operand type %d!", oper.type);

      v = s = ShaderVariable("vUnsupported", (uint32_t)0, (uint32_t)0, (uint32_t)0, (uint32_t)0);

      break;
    }
  }

  // perform swizzling
  v.value.uv[0] = s.value.uv[oper.comps[0] == 0xff ? 0 : oper.comps[0]];
  v.value.uv[1] = s.value.uv[oper.comps[1] == 0xff ? 1 : oper.comps[1]];
  v.value.uv[2] = s.value.uv[oper.comps[2] == 0xff ? 2 : oper.comps[2]];
  v.value.uv[3] = s.value.uv[oper.comps[3] == 0xff ? 3 : oper.comps[3]];

  if(oper.comps[0] != 0xff && oper.comps[1] == 0xff && oper.comps[2] == 0xff && oper.comps[3] == 0xff)
    v.columns = 1;
  else
    v.columns = 4;

  if(oper.modifier == OPERAND_MODIFIER_ABS || oper.modifier == OPERAND_MODIFIER_ABSNEG)
  {
    v = abs(v, OperationType(op.operation));
  }

  if(oper.modifier == OPERAND_MODIFIER_NEG || oper.modifier == OPERAND_MODIFIER_ABSNEG)
  {
    v = neg(v, OperationType(op.operation));
  }

  return v;
}

static uint32_t BitwiseReverseLSB16(uint32_t x)
{
  // Reverse the bits in x, then discard the lower half
  // https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel
  x = ((x >> 1) & 0x55555555) | ((x & 0x55555555) << 1);
  x = ((x >> 2) & 0x33333333) | ((x & 0x33333333) << 2);
  x = ((x >> 4) & 0x0F0F0F0F) | ((x & 0x0F0F0F0F) << 4);
  x = ((x >> 8) & 0x00FF00FF) | ((x & 0x00FF00FF) << 8);
  return x << 16;
}

static uint32_t PopCount(uint32_t x)
{
  // https://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
  x = x - ((x >> 1) & 0x55555555);
  x = (x & 0x33333333) + ((x >> 2) & 0x33333333);
  return (((x + (x >> 4)) & 0x0F0F0F0F) * 0x01010101) >> 24;
}

State State::GetNext(GlobalState &global, State quad[4]) const
{
  State s = *this;

  s.modified.clear();

  if(s.nextInstruction >= s.dxbc->GetNumInstructions())
    return s;

  const ASMOperation &op = s.dxbc->GetInstruction((size_t)s.nextInstruction);

  s.nextInstruction++;
  s.flags = ShaderEvents::NoEvent;

  vector<ShaderVariable> srcOpers;

  size_t numOperands = s.dxbc->NumOperands(op.operation);

  VarType optype = OperationType(op.operation);

  RDCASSERT(op.operands.size() == numOperands);

  for(size_t i = 1; i < numOperands; i++)
    srcOpers.push_back(GetSrc(op.operands[i], op));

  switch(op.operation)
  {
    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Math operations

    case OPCODE_DADD:
    case OPCODE_IADD:
    case OPCODE_ADD: s.SetDst(op.operands[0], op, add(srcOpers[0], srcOpers[1], optype)); break;
    case OPCODE_DDIV:
    case OPCODE_DIV: s.SetDst(op.operands[0], op, div(srcOpers[0], srcOpers[1], optype)); break;
    case OPCODE_UDIV:
    {
      ShaderVariable quot("", (uint32_t)0xffffffff, (uint32_t)0xffffffff, (uint32_t)0xffffffff,
                          (uint32_t)0xffffffff);
      ShaderVariable rem("", (uint32_t)0xffffffff, (uint32_t)0xffffffff, (uint32_t)0xffffffff,
                         (uint32_t)0xffffffff);

      for(size_t i = 0; i < 4; i++)
      {
        if(srcOpers[2].value.uv[i] != 0)
        {
          quot.value.uv[i] = srcOpers[1].value.uv[i] / srcOpers[2].value.uv[i];
          rem.value.uv[i] = srcOpers[1].value.uv[i] - (quot.value.uv[i] * srcOpers[2].value.uv[i]);
        }
      }

      if(op.operands[0].type != TYPE_NULL)
      {
        s.SetDst(op.operands[0], op, quot);
      }
      if(op.operands[1].type != TYPE_NULL)
      {
        s.SetDst(op.operands[1], op, rem);
      }
      break;
    }
    case OPCODE_BFREV:
    {
      ShaderVariable ret("", 0U, 0U, 0U, 0U);

      for(size_t i = 0; i < 4; i++)
      {
        ret.value.uv[i] = BitwiseReverseLSB16(srcOpers[0].value.uv[i]);
      }

      s.SetDst(op.operands[0], op, ret);

      break;
    }
    case OPCODE_COUNTBITS:
    {
      ShaderVariable ret("", 0U, 0U, 0U, 0U);

      for(size_t i = 0; i < 4; i++)
      {
        ret.value.uv[i] = PopCount(srcOpers[0].value.uv[i]);
      }

      s.SetDst(op.operands[0], op, ret);
      break;
    }
    case OPCODE_FIRSTBIT_HI:
    {
      ShaderVariable ret("", 0U, 0U, 0U, 0U);

      for(size_t i = 0; i < 4; i++)
      {
        unsigned char found = BitScanReverse((DWORD *)&ret.value.uv[i], srcOpers[0].value.uv[i]);
        if(found == 0)
        {
          ret.value.uv[i] = ~0U;
        }
        else
        {
          // firstbit_hi counts index 0 as the MSB, BitScanReverse counts index 0 as the LSB. So we
          // need to invert
          ret.value.uv[i] = 31 - ret.value.uv[i];
        }
      }

      s.SetDst(op.operands[0], op, ret);
      break;
    }
    case OPCODE_FIRSTBIT_LO:
    {
      ShaderVariable ret("", 0U, 0U, 0U, 0U);

      for(size_t i = 0; i < 4; i++)
      {
        unsigned char found = BitScanForward((DWORD *)&ret.value.uv[i], srcOpers[0].value.uv[i]);
        if(found == 0)
          ret.value.uv[i] = ~0U;
      }

      s.SetDst(op.operands[0], op, ret);
      break;
    }
    case OPCODE_FIRSTBIT_SHI:
    {
      ShaderVariable ret("", 0U, 0U, 0U, 0U);

      for(size_t i = 0; i < 4; i++)
      {
        uint32_t u = srcOpers[0].value.uv[i];
        if(srcOpers[0].value.iv[i] < 0)
          u = ~u;

        unsigned char found = BitScanReverse((DWORD *)&ret.value.uv[i], u);

        if(found == 0)
        {
          ret.value.uv[i] = ~0U;
        }
        else
        {
          // firstbit_shi counts index 0 as the MSB, BitScanReverse counts index 0 as the LSB. So we
          // need to invert
          ret.value.uv[i] = 31 - ret.value.uv[i];
        }
      }

      s.SetDst(op.operands[0], op, ret);
      break;
    }
    case OPCODE_IMUL:
    case OPCODE_UMUL:
    {
      ShaderVariable hi("", 0U, 0U, 0U, 0U);
      ShaderVariable lo("", 0U, 0U, 0U, 0U);

      for(size_t i = 0; i < 4; i++)
      {
        if(op.operation == OPCODE_UMUL)
        {
          uint64_t res = uint64_t(srcOpers[1].value.uv[i]) * uint64_t(srcOpers[2].value.uv[i]);

          hi.value.uv[i] = uint32_t((res >> 32) & 0xffffffff);
          lo.value.uv[i] = uint32_t(res & 0xffffffff);
        }
        else if(op.operation == OPCODE_IMUL)
        {
          int64_t res = int64_t(srcOpers[1].value.iv[i]) * int64_t(srcOpers[2].value.iv[i]);

          hi.value.uv[i] = uint32_t((res >> 32) & 0xffffffff);
          lo.value.uv[i] = uint32_t(res & 0xffffffff);
        }
      }

      if(op.operands[0].type != TYPE_NULL)
      {
        s.SetDst(op.operands[0], op, hi);
      }
      if(op.operands[1].type != TYPE_NULL)
      {
        s.SetDst(op.operands[1], op, lo);
      }
      break;
    }
    case OPCODE_DMUL:
    case OPCODE_MUL: s.SetDst(op.operands[0], op, mul(srcOpers[0], srcOpers[1], optype)); break;
    case OPCODE_UADDC:
    {
      uint64_t src[4];
      for(int i = 0; i < 4; i++)
        src[i] = (uint64_t)srcOpers[1].value.uv[i];
      for(int i = 0; i < 4; i++)
        src[i] = (uint64_t)srcOpers[2].value.uv[i];

      // set the rounded result
      uint32_t dst[4];

      for(int i = 0; i < 4; i++)
        dst[i] = (uint32_t)(src[i] & 0xffffffff);

      s.SetDst(op.operands[0], op, ShaderVariable("", dst[0], dst[1], dst[2], dst[3]));

      // if not null, set the carry bits
      if(op.operands[1].type != TYPE_NULL)
        s.SetDst(op.operands[1], op,
                 ShaderVariable("", src[0] > 0xffffffff ? 1U : 0U, src[1] > 0xffffffff ? 1U : 0U,
                                src[2] > 0xffffffff ? 1U : 0U, src[3] > 0xffffffff ? 1U : 0U));

      break;
    }
    case OPCODE_USUBB:
    {
      uint64_t src0[4];
      uint64_t src1[4];

      // add on a 'borrow' bit
      for(int i = 0; i < 4; i++)
        src0[i] = 0x100000000 | (uint64_t)srcOpers[1].value.uv[i];
      for(int i = 0; i < 4; i++)
        src1[i] = (uint64_t)srcOpers[2].value.uv[i];

      // do the subtract
      uint64_t result[4];
      for(int i = 0; i < 4; i++)
        result[i] = src0[i] - src1[i];

      uint32_t dst[4];
      for(int i = 0; i < 4; i++)
        dst[i] = (uint32_t)(result[0] & 0xffffffff);

      s.SetDst(op.operands[0], op, ShaderVariable("", dst[0], dst[1], dst[2], dst[3]));

      // if not null, mark where the borrow bits were used
      if(op.operands[1].type != TYPE_NULL)
        s.SetDst(
            op.operands[1], op,
            ShaderVariable("", result[0] <= 0xffffffff ? 1U : 0U, result[1] <= 0xffffffff ? 1U : 0U,
                           result[2] <= 0xffffffff ? 1U : 0U, result[3] <= 0xffffffff ? 1U : 0U));

      break;
    }
    case OPCODE_IMAD:
    case OPCODE_UMAD:
    case OPCODE_MAD:
    case OPCODE_DFMA:
      s.SetDst(op.operands[0], op, add(mul(srcOpers[0], srcOpers[1], optype), srcOpers[2], optype));
      break;
    case OPCODE_DP2:
    case OPCODE_DP3:
    case OPCODE_DP4:
    {
      ShaderVariable dot = mul(srcOpers[0], srcOpers[1], optype);

      float sum = dot.value.f.x;
      if(op.operation >= OPCODE_DP2)
        sum += dot.value.f.y;
      if(op.operation >= OPCODE_DP3)
        sum += dot.value.f.z;
      if(op.operation >= OPCODE_DP4)
        sum += dot.value.f.w;

      s.SetDst(op.operands[0], op, ShaderVariable("", sum, sum, sum, sum));
      break;
    }
    case OPCODE_F16TOF32:
    {
      s.SetDst(op.operands[0], op, ShaderVariable("", ConvertFromHalf(srcOpers[0].value.u.x & 0xffff),
                                                  ConvertFromHalf(srcOpers[0].value.u.y & 0xffff),
                                                  ConvertFromHalf(srcOpers[0].value.u.z & 0xffff),
                                                  ConvertFromHalf(srcOpers[0].value.u.w & 0xffff)));
      break;
    }
    case OPCODE_F32TOF16:
    {
      s.SetDst(op.operands[0], op, ShaderVariable("", (uint32_t)ConvertToHalf(srcOpers[0].value.f.x),
                                                  (uint32_t)ConvertToHalf(srcOpers[0].value.f.y),
                                                  (uint32_t)ConvertToHalf(srcOpers[0].value.f.z),
                                                  (uint32_t)ConvertToHalf(srcOpers[0].value.f.w)));
      break;
    }
    case OPCODE_FRC:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", srcOpers[0].value.f.x - floor(srcOpers[0].value.f.x),
                              srcOpers[0].value.f.y - floor(srcOpers[0].value.f.y),
                              srcOpers[0].value.f.z - floor(srcOpers[0].value.f.z),
                              srcOpers[0].value.f.w - floor(srcOpers[0].value.f.w)));
      break;
    // positive infinity
    case OPCODE_ROUND_PI:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", ceil(srcOpers[0].value.f.x), ceil(srcOpers[0].value.f.y),
                              ceil(srcOpers[0].value.f.z), ceil(srcOpers[0].value.f.w)));
      break;
    // negative infinity
    case OPCODE_ROUND_NI:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", floor(srcOpers[0].value.f.x), floor(srcOpers[0].value.f.y),
                              floor(srcOpers[0].value.f.z), floor(srcOpers[0].value.f.w)));
      break;
    // towards zero
    case OPCODE_ROUND_Z:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable(
              "",
              srcOpers[0].value.f.x < 0 ? ceil(srcOpers[0].value.f.x) : floor(srcOpers[0].value.f.x),
              srcOpers[0].value.f.y < 0 ? ceil(srcOpers[0].value.f.y) : floor(srcOpers[0].value.f.y),
              srcOpers[0].value.f.z < 0 ? ceil(srcOpers[0].value.f.z) : floor(srcOpers[0].value.f.z),
              srcOpers[0].value.f.w < 0 ? ceil(srcOpers[0].value.f.w) : floor(srcOpers[0].value.f.w)));
      break;
    // to nearest even int (banker's rounding)
    case OPCODE_ROUND_NE:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", round_ne(srcOpers[0].value.f.x), round_ne(srcOpers[0].value.f.y),
                              round_ne(srcOpers[0].value.f.z), round_ne(srcOpers[0].value.f.w)));
      break;
    case OPCODE_INEG: s.SetDst(op.operands[0], op, neg(srcOpers[0], optype)); break;
    case OPCODE_IMIN:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.i.x < srcOpers[1].value.i.x ? srcOpers[0].value.i.x
                                                                           : srcOpers[1].value.i.x,
                         srcOpers[0].value.i.y < srcOpers[1].value.i.y ? srcOpers[0].value.i.y
                                                                       : srcOpers[1].value.i.y,
                         srcOpers[0].value.i.z < srcOpers[1].value.i.z ? srcOpers[0].value.i.z
                                                                       : srcOpers[1].value.i.z,
                         srcOpers[0].value.i.w < srcOpers[1].value.i.w ? srcOpers[0].value.i.w
                                                                       : srcOpers[1].value.i.w));
      break;
    case OPCODE_UMIN:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.u.x < srcOpers[1].value.u.x ? srcOpers[0].value.u.x
                                                                           : srcOpers[1].value.u.x,
                         srcOpers[0].value.u.y < srcOpers[1].value.u.y ? srcOpers[0].value.u.y
                                                                       : srcOpers[1].value.u.y,
                         srcOpers[0].value.u.z < srcOpers[1].value.u.z ? srcOpers[0].value.u.z
                                                                       : srcOpers[1].value.u.z,
                         srcOpers[0].value.u.w < srcOpers[1].value.u.w ? srcOpers[0].value.u.w
                                                                       : srcOpers[1].value.u.w));
      break;
    case OPCODE_DMIN:
    {
      double src0[2], src1[2];
      DoubleGet(srcOpers[0], src0);
      DoubleGet(srcOpers[1], src1);

      double dst[2];
      dst[0] = src0[0] < src1[0] ? src0[0] : src1[0];
      dst[1] = src0[1] < src1[1] ? src0[1] : src1[1];

      ShaderVariable r("", 0U, 0U, 0U, 0U);
      DoubleSet(r, dst);

      s.SetDst(op.operands[0], op, r);
      break;
    }
    case OPCODE_MIN:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.f.x < srcOpers[1].value.f.x ? srcOpers[0].value.f.x
                                                                           : srcOpers[1].value.f.x,
                         srcOpers[0].value.f.y < srcOpers[1].value.f.y ? srcOpers[0].value.f.y
                                                                       : srcOpers[1].value.f.y,
                         srcOpers[0].value.f.z < srcOpers[1].value.f.z ? srcOpers[0].value.f.z
                                                                       : srcOpers[1].value.f.z,
                         srcOpers[0].value.f.w < srcOpers[1].value.f.w ? srcOpers[0].value.f.w
                                                                       : srcOpers[1].value.f.w));
      break;
    case OPCODE_UMAX:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.u.x >= srcOpers[1].value.u.x ? srcOpers[0].value.u.x
                                                                            : srcOpers[1].value.u.x,
                         srcOpers[0].value.u.y >= srcOpers[1].value.u.y ? srcOpers[0].value.u.y
                                                                        : srcOpers[1].value.u.y,
                         srcOpers[0].value.u.z >= srcOpers[1].value.u.z ? srcOpers[0].value.u.z
                                                                        : srcOpers[1].value.u.z,
                         srcOpers[0].value.u.w >= srcOpers[1].value.u.w ? srcOpers[0].value.u.w
                                                                        : srcOpers[1].value.u.w));
      break;
    case OPCODE_IMAX:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.i.x >= srcOpers[1].value.i.x ? srcOpers[0].value.i.x
                                                                            : srcOpers[1].value.i.x,
                         srcOpers[0].value.i.y >= srcOpers[1].value.i.y ? srcOpers[0].value.i.y
                                                                        : srcOpers[1].value.i.y,
                         srcOpers[0].value.i.z >= srcOpers[1].value.i.z ? srcOpers[0].value.i.z
                                                                        : srcOpers[1].value.i.z,
                         srcOpers[0].value.i.w >= srcOpers[1].value.i.w ? srcOpers[0].value.i.w
                                                                        : srcOpers[1].value.i.w));
      break;
    case OPCODE_DMAX:
    {
      double src0[2], src1[2];
      DoubleGet(srcOpers[0], src0);
      DoubleGet(srcOpers[1], src1);

      double dst[2];
      dst[0] = src0[0] >= src1[0] ? src0[0] : src1[0];
      dst[1] = src0[1] >= src1[1] ? src0[1] : src1[1];

      ShaderVariable r("", 0U, 0U, 0U, 0U);
      DoubleSet(r, dst);

      s.SetDst(op.operands[0], op, r);
      break;
    }
    case OPCODE_MAX:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.f.x >= srcOpers[1].value.f.x ? srcOpers[0].value.f.x
                                                                            : srcOpers[1].value.f.x,
                         srcOpers[0].value.f.y >= srcOpers[1].value.f.y ? srcOpers[0].value.f.y
                                                                        : srcOpers[1].value.f.y,
                         srcOpers[0].value.f.z >= srcOpers[1].value.f.z ? srcOpers[0].value.f.z
                                                                        : srcOpers[1].value.f.z,
                         srcOpers[0].value.f.w >= srcOpers[1].value.f.w ? srcOpers[0].value.f.w
                                                                        : srcOpers[1].value.f.w));
      break;
    case OPCODE_SQRT:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", sqrtf(srcOpers[0].value.f.x), sqrtf(srcOpers[0].value.f.y),
                              sqrtf(srcOpers[0].value.f.z), sqrtf(srcOpers[0].value.f.w)));
      break;
    case OPCODE_DRCP:
    {
      double ds[2] = {0.0, 0.0};
      DoubleGet(srcOpers[0], ds);
      ds[0] = 1.0f / ds[0];
      ds[1] = 1.0f / ds[1];

      ShaderVariable r("", 0U, 0U, 0U, 0U);
      DoubleSet(r, ds);

      s.SetDst(op.operands[0], op, r);
      break;
    }

    case OPCODE_IBFE:
    {
      // bottom 5 bits
      ShaderVariable width(
          "", (int32_t)(srcOpers[0].value.i.x & 0x1f), (int32_t)(srcOpers[0].value.i.y & 0x1f),
          (int32_t)(srcOpers[0].value.i.z & 0x1f), (int32_t)(srcOpers[0].value.i.w & 0x1f));
      ShaderVariable offset(
          "", (int32_t)(srcOpers[1].value.i.x & 0x1f), (int32_t)(srcOpers[1].value.i.y & 0x1f),
          (int32_t)(srcOpers[1].value.i.z & 0x1f), (int32_t)(srcOpers[1].value.i.w & 0x1f));

      ShaderVariable dest("", (int32_t)0, (int32_t)0, (int32_t)0, (int32_t)0);

      for(int comp = 0; comp < 4; comp++)
      {
        if(width.value.iv[comp] == 0)
        {
          dest.value.iv[comp] = 0;
        }
        else if(width.value.iv[comp] + offset.value.iv[comp] < 32)
        {
          dest.value.iv[comp] = srcOpers[2].value.iv[comp]
                                << (32 - (width.value.iv[comp] + offset.value.iv[comp]));
          dest.value.iv[comp] = dest.value.iv[comp] >> (32 - width.value.iv[comp]);
        }
        else
        {
          dest.value.iv[comp] = srcOpers[2].value.iv[comp] >> offset.value.iv[comp];
        }
      }

      s.SetDst(op.operands[0], op, dest);
      break;
    }
    case OPCODE_UBFE:
    {
      // bottom 5 bits
      ShaderVariable width(
          "", (uint32_t)(srcOpers[0].value.u.x & 0x1f), (uint32_t)(srcOpers[0].value.u.y & 0x1f),
          (uint32_t)(srcOpers[0].value.u.z & 0x1f), (uint32_t)(srcOpers[0].value.u.w & 0x1f));
      ShaderVariable offset(
          "", (uint32_t)(srcOpers[1].value.u.x & 0x1f), (uint32_t)(srcOpers[1].value.u.y & 0x1f),
          (uint32_t)(srcOpers[1].value.u.z & 0x1f), (uint32_t)(srcOpers[1].value.u.w & 0x1f));

      ShaderVariable dest("", (uint32_t)0, (uint32_t)0, (uint32_t)0, (uint32_t)0);

      for(int comp = 0; comp < 4; comp++)
      {
        if(width.value.uv[comp] == 0)
        {
          dest.value.uv[comp] = 0;
        }
        else if(width.value.uv[comp] + offset.value.uv[comp] < 32)
        {
          dest.value.uv[comp] = srcOpers[2].value.uv[comp]
                                << (32 - (width.value.uv[comp] + offset.value.uv[comp]));
          dest.value.uv[comp] = dest.value.uv[comp] >> (32 - width.value.uv[comp]);
        }
        else
        {
          dest.value.uv[comp] = srcOpers[2].value.uv[comp] >> offset.value.uv[comp];
        }
      }

      s.SetDst(op.operands[0], op, dest);
      break;
    }
    case OPCODE_BFI:
    {
      // bottom 5 bits
      ShaderVariable width(
          "", (uint32_t)(srcOpers[0].value.u.x & 0x1f), (uint32_t)(srcOpers[0].value.u.y & 0x1f),
          (uint32_t)(srcOpers[0].value.u.z & 0x1f), (uint32_t)(srcOpers[0].value.u.w & 0x1f));
      ShaderVariable offset(
          "", (uint32_t)(srcOpers[1].value.u.x & 0x1f), (uint32_t)(srcOpers[1].value.u.y & 0x1f),
          (uint32_t)(srcOpers[1].value.u.z & 0x1f), (uint32_t)(srcOpers[1].value.u.w & 0x1f));

      ShaderVariable dest("", (uint32_t)0, (uint32_t)0, (uint32_t)0, (uint32_t)0);

      for(int comp = 0; comp < 4; comp++)
      {
        uint32_t bitmask = (((1 << width.value.uv[comp]) - 1) << offset.value.uv[comp]) & 0xffffffff;
        dest.value.uv[comp] =
            (uint32_t)(((srcOpers[2].value.uv[comp] << offset.value.uv[comp]) & bitmask) |
                       (srcOpers[3].value.uv[comp] & ~bitmask));
      }

      s.SetDst(op.operands[0], op, dest);
      break;
    }
    case OPCODE_ISHL:
    {
      uint32_t shifts[] = {
          srcOpers[1].value.u.x & 0x1f, srcOpers[1].value.u.y & 0x1f, srcOpers[1].value.u.z & 0x1f,
          srcOpers[1].value.u.w & 0x1f,
      };

      // if we were only given a single component, it's the form that shifts all components
      // by the same amount
      if(op.operands[2].numComponents == NUMCOMPS_1 ||
         (op.operands[2].comps[2] < 4 && op.operands[2].comps[2] == 0xff))
        shifts[3] = shifts[2] = shifts[1] = shifts[0];

      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.i.x << shifts[0], srcOpers[0].value.i.y << shifts[1],
                         srcOpers[0].value.i.z << shifts[2], srcOpers[0].value.i.w << shifts[3]));
      break;
    }
    case OPCODE_USHR:
    {
      uint32_t shifts[] = {
          srcOpers[1].value.u.x & 0x1f, srcOpers[1].value.u.y & 0x1f, srcOpers[1].value.u.z & 0x1f,
          srcOpers[1].value.u.w & 0x1f,
      };

      // if we were only given a single component, it's the form that shifts all components
      // by the same amount
      if(op.operands[2].numComponents == NUMCOMPS_1 ||
         (op.operands[2].comps[2] < 4 && op.operands[2].comps[2] == 0xff))
        shifts[3] = shifts[2] = shifts[1] = shifts[0];

      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.u.x >> shifts[0], srcOpers[0].value.u.y >> shifts[1],
                         srcOpers[0].value.u.z >> shifts[2], srcOpers[0].value.u.w >> shifts[3]));
      break;
    }
    case OPCODE_ISHR:
    {
      uint32_t shifts[] = {
          srcOpers[1].value.u.x & 0x1f, srcOpers[1].value.u.y & 0x1f, srcOpers[1].value.u.z & 0x1f,
          srcOpers[1].value.u.w & 0x1f,
      };

      // if we were only given a single component, it's the form that shifts all components
      // by the same amount
      if(op.operands[2].numComponents == NUMCOMPS_1 ||
         (op.operands[2].comps[2] < 4 && op.operands[2].comps[2] == 0xff))
        shifts[3] = shifts[2] = shifts[1] = shifts[0];

      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.i.x >> shifts[0], srcOpers[0].value.i.y >> shifts[1],
                         srcOpers[0].value.i.z >> shifts[2], srcOpers[0].value.i.w >> shifts[3]));
      break;
    }
    case OPCODE_AND:
      s.SetDst(op.operands[0], op, ShaderVariable("", srcOpers[0].value.i.x & srcOpers[1].value.i.x,
                                                  srcOpers[0].value.i.y & srcOpers[1].value.i.y,
                                                  srcOpers[0].value.i.z & srcOpers[1].value.i.z,
                                                  srcOpers[0].value.i.w & srcOpers[1].value.i.w));
      break;
    case OPCODE_OR:
      s.SetDst(op.operands[0], op, ShaderVariable("", srcOpers[0].value.i.x | srcOpers[1].value.i.x,
                                                  srcOpers[0].value.i.y | srcOpers[1].value.i.y,
                                                  srcOpers[0].value.i.z | srcOpers[1].value.i.z,
                                                  srcOpers[0].value.i.w | srcOpers[1].value.i.w));
      break;
    case OPCODE_XOR:
      s.SetDst(op.operands[0], op, ShaderVariable("", srcOpers[0].value.u.x ^ srcOpers[1].value.u.x,
                                                  srcOpers[0].value.u.y ^ srcOpers[1].value.u.y,
                                                  srcOpers[0].value.u.z ^ srcOpers[1].value.u.z,
                                                  srcOpers[0].value.u.w ^ srcOpers[1].value.u.w));
      break;
    case OPCODE_NOT:
      s.SetDst(op.operands[0], op, ShaderVariable("", ~srcOpers[0].value.u.x, ~srcOpers[0].value.u.y,
                                                  ~srcOpers[0].value.u.z, ~srcOpers[0].value.u.w));
      break;

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // transcendental functions with loose ULP requirements, so we pass them to the GPU to get
    // more accurate (well, LESS accurate but more representative) answers.

    case OPCODE_RCP:
    case OPCODE_RSQ:
    case OPCODE_EXP:
    case OPCODE_LOG:
    case OPCODE_SINCOS:
    {
      string csProgram =
          "RWBuffer<float4> outval : register(u0);\n"
          "cbuffer srcOper : register(b0) { float4 inval; };\n"
          "[numthreads(1, 1, 1)]\n"
          "void main() {\n";

      switch(op.operation)
      {
        case OPCODE_RCP: csProgram += "outval[0] = rcp(inval);\n"; break;
        case OPCODE_RSQ: csProgram += "outval[0] = rsqrt(inval);\n"; break;
        case OPCODE_EXP: csProgram += "outval[0] = exp2(inval);\n"; break;
        case OPCODE_LOG: csProgram += "outval[0] = log2(inval);\n"; break;
        case OPCODE_SINCOS: csProgram += "sincos(inval, outval[0], outval[1]);\n"; break;
      }

      csProgram += "}\n";

      ID3D11ComputeShader *cs =
          device->GetShaderCache()->MakeCShader(csProgram.c_str(), "main", "cs_5_0");

      ID3D11DeviceContext *context = NULL;

      device->GetImmediateContext(&context);

      // back up CB/UAV on CS slot 0

      ID3D11Buffer *prevCB = NULL;
      ID3D11UnorderedAccessView *prevUAV = NULL;

      context->CSGetConstantBuffers(0, 1, &prevCB);
      context->CSGetUnorderedAccessViews(0, 1, &prevUAV);

      ID3D11Buffer *constBuf = NULL;

      D3D11_BUFFER_DESC cdesc;

      cdesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
      cdesc.CPUAccessFlags = 0;
      cdesc.MiscFlags = 0;
      cdesc.StructureByteStride = sizeof(Vec4f);
      cdesc.ByteWidth = sizeof(Vec4f);
      cdesc.Usage = D3D11_USAGE_DEFAULT;

      D3D11_SUBRESOURCE_DATA operData = {};
      operData.pSysMem = &srcOpers[0].value.uv[0];
      operData.SysMemPitch = sizeof(Vec4f);
      operData.SysMemSlicePitch = sizeof(Vec4f);

      if(op.operation == OPCODE_SINCOS)
        operData.pSysMem = &srcOpers[1].value.uv[0];

      HRESULT hr = S_OK;

      hr = device->CreateBuffer(&cdesc, &operData, &constBuf);

      if(FAILED(hr))
      {
        RDCERR("Failed to create constant buf HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      context->CSSetConstantBuffers(0, 1, &constBuf);

      context->CSSetShader(cs, NULL, 0);

      ID3D11UnorderedAccessView *uav = NULL;

      ID3D11Buffer *uavBuf = NULL;
      ID3D11Buffer *copyBuf = NULL;

      D3D11_BUFFER_DESC bdesc;

      bdesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
      bdesc.CPUAccessFlags = 0;
      bdesc.MiscFlags = 0;
      bdesc.StructureByteStride = sizeof(Vec4f);
      bdesc.ByteWidth = sizeof(Vec4f) * 2;
      bdesc.Usage = D3D11_USAGE_DEFAULT;

      hr = device->CreateBuffer(&bdesc, NULL, &uavBuf);

      if(FAILED(hr))
      {
        RDCERR("Failed to create UAV buf HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      bdesc.BindFlags = 0;
      bdesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
      bdesc.Usage = D3D11_USAGE_STAGING;

      hr = device->CreateBuffer(&bdesc, NULL, &copyBuf);

      if(FAILED(hr))
      {
        RDCERR("Failed to create copy buf HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};

      uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
      uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
      uavDesc.Buffer.FirstElement = 0;
      uavDesc.Buffer.NumElements = 2;
      uavDesc.Buffer.Flags = 0;

      hr = device->CreateUnorderedAccessView(uavBuf, &uavDesc, &uav);

      if(FAILED(hr))
      {
        RDCERR("Failed to create uav HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      context->CSSetUnorderedAccessViews(0, 1, &uav, NULL);
      context->Dispatch(1, 1, 1);

      context->CopyResource(copyBuf, uavBuf);

      D3D11_MAPPED_SUBRESOURCE mapped;
      hr = context->Map(copyBuf, 0, D3D11_MAP_READ, 0, &mapped);

      if(FAILED(hr))
      {
        RDCERR("Failed to map results HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      ShaderVariable calcResultA("calcA", 0.0f, 0.0f, 0.0f, 0.0f);
      ShaderVariable calcResultB("calcB", 0.0f, 0.0f, 0.0f, 0.0f);

      uint32_t *resA = (uint32_t *)mapped.pData;
      uint32_t *resB = resA + 4;

      memcpy(calcResultA.value.uv, resA, sizeof(uint32_t) * 4);
      memcpy(calcResultB.value.uv, resB, sizeof(uint32_t) * 4);

      context->Unmap(copyBuf, 0);

      float logval = logf(srcOpers[0].value.f.x) / logf(2.0f);
      float rcpval = 1.0f / (srcOpers[0].value.f.x);
      float rsqval = 1.0f / sqrtf(srcOpers[0].value.f.x);
      float expval = powf(2.0f, srcOpers[0].value.f.x);
      float sinval = sinf(srcOpers[1].value.f.x);
      float cosval = cosf(srcOpers[1].value.f.x);

      logval += rcpval + rsqval + expval + sinval + cosval;

      SAFE_RELEASE(constBuf);
      SAFE_RELEASE(uavBuf);
      SAFE_RELEASE(copyBuf);
      SAFE_RELEASE(uav);
      SAFE_RELEASE(cs);

      // restore whatever was on CS slot 0 before we messed with it

      UINT append[] = {~0U};
      context->CSSetConstantBuffers(0, 1, &prevCB);
      context->CSSetUnorderedAccessViews(0, 1, &prevUAV, append);

      SAFE_RELEASE(context);

      SAFE_RELEASE(prevCB);
      SAFE_RELEASE(prevUAV);

      if(op.operation == OPCODE_SINCOS)
      {
        if(op.operands[0].type != TYPE_NULL)
          s.SetDst(op.operands[0], op, calcResultA);
        if(op.operands[1].type != TYPE_NULL)
          s.SetDst(op.operands[1], op, calcResultB);
      }
      else
      {
        s.SetDst(op.operands[0], op, calcResultA);
      }

      break;
    }

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Misc

    case OPCODE_NOP:
    case OPCODE_CUSTOMDATA:
    case OPCODE_SYNC:    // might never need to implement this. Who knows!
      break;
    case OPCODE_DMOV:
    case OPCODE_MOV: s.SetDst(op.operands[0], op, srcOpers[0]); break;
    case OPCODE_DMOVC:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.u.x ? srcOpers[1].value.u.x : srcOpers[2].value.u.x,
                         srcOpers[0].value.u.x ? srcOpers[1].value.u.y : srcOpers[2].value.u.y,
                         srcOpers[0].value.u.y ? srcOpers[1].value.u.z : srcOpers[2].value.u.z,
                         srcOpers[0].value.u.y ? srcOpers[1].value.u.w : srcOpers[2].value.u.w));
      break;
    case OPCODE_MOVC:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[0].value.i.x ? srcOpers[1].value.i.x : srcOpers[2].value.i.x,
                         srcOpers[0].value.i.y ? srcOpers[1].value.i.y : srcOpers[2].value.i.y,
                         srcOpers[0].value.i.z ? srcOpers[1].value.i.z : srcOpers[2].value.i.z,
                         srcOpers[0].value.i.w ? srcOpers[1].value.i.w : srcOpers[2].value.i.w));
      break;
    case OPCODE_SWAPC:
      s.SetDst(
          op.operands[0], op,
          ShaderVariable("", srcOpers[1].value.i.x ? srcOpers[3].value.i.x : srcOpers[2].value.i.x,
                         srcOpers[1].value.i.y ? srcOpers[3].value.i.y : srcOpers[2].value.i.y,
                         srcOpers[1].value.i.z ? srcOpers[3].value.i.z : srcOpers[2].value.i.z,
                         srcOpers[1].value.i.w ? srcOpers[3].value.i.w : srcOpers[2].value.i.w));

      s.SetDst(
          op.operands[1], op,
          ShaderVariable("", srcOpers[1].value.i.x ? srcOpers[2].value.i.x : srcOpers[3].value.i.x,
                         srcOpers[1].value.i.y ? srcOpers[2].value.i.y : srcOpers[3].value.i.y,
                         srcOpers[1].value.i.z ? srcOpers[2].value.i.z : srcOpers[3].value.i.z,
                         srcOpers[1].value.i.w ? srcOpers[2].value.i.w : srcOpers[3].value.i.w));
      break;
    case OPCODE_ITOF:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (float)srcOpers[0].value.i.x, (float)srcOpers[0].value.i.y,
                              (float)srcOpers[0].value.i.z, (float)srcOpers[0].value.i.w));
      break;
    case OPCODE_UTOF:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (float)srcOpers[0].value.u.x, (float)srcOpers[0].value.u.y,
                              (float)srcOpers[0].value.u.z, (float)srcOpers[0].value.u.w));
      break;
    case OPCODE_FTOI:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (int)srcOpers[0].value.f.x, (int)srcOpers[0].value.f.y,
                              (int)srcOpers[0].value.f.z, (int)srcOpers[0].value.f.w));
      break;
    case OPCODE_FTOU:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (uint32_t)srcOpers[0].value.f.x, (uint32_t)srcOpers[0].value.f.y,
                              (uint32_t)srcOpers[0].value.f.z, (uint32_t)srcOpers[0].value.f.w));
      break;
    case OPCODE_ITOD:
    case OPCODE_UTOD:
    case OPCODE_FTOD:
    {
      double res[2];

      if(op.operation == OPCODE_ITOD)
      {
        res[0] = (double)srcOpers[0].value.i.x;
        res[1] = (double)srcOpers[0].value.i.y;
      }
      else if(op.operation == OPCODE_UTOD)
      {
        res[0] = (double)srcOpers[0].value.u.x;
        res[1] = (double)srcOpers[0].value.u.y;
      }
      else if(op.operation == OPCODE_FTOD)
      {
        res[0] = (double)srcOpers[0].value.f.x;
        res[1] = (double)srcOpers[0].value.f.y;
      }

      // if we only did a 1-wide double op, copy .xy into .zw so we can then
      // swizzle into .xy or .zw freely on the destination operand.
      // e.g. ftod r0.zw, r0.z - if we didn't do this, there'd be nothing valid in .zw
      if(op.operands[1].comps[2] == 0xff)
        res[1] = res[0];

      ShaderVariable r("", 0U, 0U, 0U, 0U);
      DoubleSet(r, res);

      s.SetDst(op.operands[0], op, r);
      break;
    }
    case OPCODE_DTOI:
    case OPCODE_DTOU:
    case OPCODE_DTOF:
    {
      double src[2];
      DoubleGet(srcOpers[0], src);

      // special behaviour for dest mask. if it's .xz then first goes into .x, second into .z.
      // if the mask is .y then the first goes into .y and second goes nowhere.
      // so we need to check the dest mask and put the results into the right place

      ShaderVariable r("", 0U, 0U, 0U, 0U);

      if(op.operation == OPCODE_DTOU)
      {
        if(op.operands[0].comps[1] == 0xff)    // only one mask
        {
          r.value.uv[op.operands[0].comps[0]] = uint32_t(src[0]);
        }
        else
        {
          r.value.uv[op.operands[0].comps[0]] = uint32_t(src[0]);
          r.value.uv[op.operands[0].comps[1]] = uint32_t(src[1]);
        }
      }
      else if(op.operation == OPCODE_DTOI)
      {
        if(op.operands[0].comps[1] == 0xff)    // only one mask
        {
          r.value.iv[op.operands[0].comps[0]] = int32_t(src[0]);
        }
        else
        {
          r.value.iv[op.operands[0].comps[0]] = int32_t(src[0]);
          r.value.iv[op.operands[0].comps[1]] = int32_t(src[1]);
        }
      }
      else if(op.operation == OPCODE_DTOF)
      {
        if(op.operands[0].comps[1] == 0xff)    // only one mask
        {
          r.value.fv[op.operands[0].comps[0]] = float(src[0]);
        }
        else
        {
          r.value.fv[op.operands[0].comps[0]] = float(src[0]);
          r.value.fv[op.operands[0].comps[1]] = float(src[1]);
        }
      }

      s.SetDst(op.operands[0], op, r);
      break;
    }

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Comparison

    case OPCODE_EQ:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.f.x == srcOpers[1].value.f.x ? ~0l : 0l),
                              (srcOpers[0].value.f.y == srcOpers[1].value.f.y ? ~0l : 0l),
                              (srcOpers[0].value.f.z == srcOpers[1].value.f.z ? ~0l : 0l),
                              (srcOpers[0].value.f.w == srcOpers[1].value.f.w ? ~0l : 0l)));
      break;
    case OPCODE_NE:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.f.x != srcOpers[1].value.f.x ? ~0l : 0l),
                              (srcOpers[0].value.f.y != srcOpers[1].value.f.y ? ~0l : 0l),
                              (srcOpers[0].value.f.z != srcOpers[1].value.f.z ? ~0l : 0l),
                              (srcOpers[0].value.f.w != srcOpers[1].value.f.w ? ~0l : 0l)));
      break;
    case OPCODE_LT:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.f.x < srcOpers[1].value.f.x ? ~0l : 0l),
                              (srcOpers[0].value.f.y < srcOpers[1].value.f.y ? ~0l : 0l),
                              (srcOpers[0].value.f.z < srcOpers[1].value.f.z ? ~0l : 0l),
                              (srcOpers[0].value.f.w < srcOpers[1].value.f.w ? ~0l : 0l)));
      break;
    case OPCODE_GE:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.f.x >= srcOpers[1].value.f.x ? ~0l : 0l),
                              (srcOpers[0].value.f.y >= srcOpers[1].value.f.y ? ~0l : 0l),
                              (srcOpers[0].value.f.z >= srcOpers[1].value.f.z ? ~0l : 0l),
                              (srcOpers[0].value.f.w >= srcOpers[1].value.f.w ? ~0l : 0l)));
      break;
    case OPCODE_DEQ:
    case OPCODE_DNE:
    case OPCODE_DGE:
    case OPCODE_DLT:
    {
      double src0[2], src1[2];
      DoubleGet(srcOpers[0], src0);
      DoubleGet(srcOpers[1], src1);

      uint32_t cmp1 = 0;
      uint32_t cmp2 = 0;

      switch(op.operation)
      {
        case OPCODE_DEQ:
          cmp1 = (src0[0] == src1[0] ? ~0l : 0l);
          cmp2 = (src0[1] == src1[1] ? ~0l : 0l);
          break;
        case OPCODE_DNE:
          cmp1 = (src0[0] != src1[0] ? ~0l : 0l);
          cmp2 = (src0[1] != src1[1] ? ~0l : 0l);
          break;
        case OPCODE_DGE:
          cmp1 = (src0[0] >= src1[0] ? ~0l : 0l);
          cmp2 = (src0[1] >= src1[1] ? ~0l : 0l);
          break;
        case OPCODE_DLT:
          cmp1 = (src0[0] < src1[0] ? ~0l : 0l);
          cmp2 = (src0[1] < src1[1] ? ~0l : 0l);
          break;
      }

      // special behaviour for dest mask. if it's .xz then first comparison goes into .x, second
      // into .z.
      // if the mask is .y then the first comparison goes into .y and second goes nowhere.
      // so we need to check the dest mask and put the comparison results into the right place

      ShaderVariable r("", 0U, 0U, 0U, 0U);

      if(op.operands[0].comps[1] == 0xff)    // only one mask
      {
        r.value.uv[op.operands[0].comps[0]] = cmp1;
      }
      else
      {
        r.value.uv[op.operands[0].comps[0]] = cmp1;
        r.value.uv[op.operands[0].comps[1]] = cmp2;
      }

      s.SetDst(op.operands[0], op, r);
      break;
    }
    case OPCODE_IEQ:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.i.x == srcOpers[1].value.i.x ? ~0l : 0l),
                              (srcOpers[0].value.i.y == srcOpers[1].value.i.y ? ~0l : 0l),
                              (srcOpers[0].value.i.z == srcOpers[1].value.i.z ? ~0l : 0l),
                              (srcOpers[0].value.i.w == srcOpers[1].value.i.w ? ~0l : 0l)));
      break;
    case OPCODE_INE:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.i.x != srcOpers[1].value.i.x ? ~0l : 0l),
                              (srcOpers[0].value.i.y != srcOpers[1].value.i.y ? ~0l : 0l),
                              (srcOpers[0].value.i.z != srcOpers[1].value.i.z ? ~0l : 0l),
                              (srcOpers[0].value.i.w != srcOpers[1].value.i.w ? ~0l : 0l)));
      break;
    case OPCODE_IGE:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.i.x >= srcOpers[1].value.i.x ? ~0l : 0l),
                              (srcOpers[0].value.i.y >= srcOpers[1].value.i.y ? ~0l : 0l),
                              (srcOpers[0].value.i.z >= srcOpers[1].value.i.z ? ~0l : 0l),
                              (srcOpers[0].value.i.w >= srcOpers[1].value.i.w ? ~0l : 0l)));
      break;
    case OPCODE_ILT:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.i.x < srcOpers[1].value.i.x ? ~0l : 0l),
                              (srcOpers[0].value.i.y < srcOpers[1].value.i.y ? ~0l : 0l),
                              (srcOpers[0].value.i.z < srcOpers[1].value.i.z ? ~0l : 0l),
                              (srcOpers[0].value.i.w < srcOpers[1].value.i.w ? ~0l : 0l)));
      break;
    case OPCODE_ULT:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.u.x < srcOpers[1].value.u.x ? ~0l : 0l),
                              (srcOpers[0].value.u.y < srcOpers[1].value.u.y ? ~0l : 0l),
                              (srcOpers[0].value.u.z < srcOpers[1].value.u.z ? ~0l : 0l),
                              (srcOpers[0].value.u.w < srcOpers[1].value.u.w ? ~0l : 0l)));
      break;
    case OPCODE_UGE:
      s.SetDst(op.operands[0], op,
               ShaderVariable("", (srcOpers[0].value.u.x >= srcOpers[1].value.u.x ? ~0l : 0l),
                              (srcOpers[0].value.u.y >= srcOpers[1].value.u.y ? ~0l : 0l),
                              (srcOpers[0].value.u.z >= srcOpers[1].value.u.z ? ~0l : 0l),
                              (srcOpers[0].value.u.w >= srcOpers[1].value.u.w ? ~0l : 0l)));
      break;

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Atomic instructions

    case OPCODE_IMM_ATOMIC_ALLOC:
    {
      uint32_t count = global.uavs[srcOpers[0].value.u.x].hiddenCounter++;
      s.SetDst(op.operands[0], op, ShaderVariable("", count, count, count, count));
      break;
    }

    case OPCODE_IMM_ATOMIC_CONSUME:
    {
      uint32_t count = --global.uavs[srcOpers[0].value.u.x].hiddenCounter;
      s.SetDst(op.operands[0], op, ShaderVariable("", count, count, count, count));
      break;
    }

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Derivative instructions

    // don't differentiate, coarse, fine, whatever. The spec lets us implement it all as fine.
    case OPCODE_DERIV_RTX:
    case OPCODE_DERIV_RTX_COARSE:
    case OPCODE_DERIV_RTX_FINE:
      if(quad == NULL)
        RDCERR(
            "Attempt to use derivative instruction not in pixel shader. Undefined results will "
            "occur!");
      else
        s.SetDst(op.operands[0], op,
                 s.DDX(op.operation == OPCODE_DERIV_RTX_FINE, quad, op.operands[1], op));
      break;
    case OPCODE_DERIV_RTY:
    case OPCODE_DERIV_RTY_COARSE:
    case OPCODE_DERIV_RTY_FINE:
      if(quad == NULL)
        RDCERR(
            "Attempt to use derivative instruction not in pixel shader. Undefined results will "
            "occur!");
      else
        s.SetDst(op.operands[0], op,
                 s.DDY(op.operation == OPCODE_DERIV_RTY_FINE, quad, op.operands[1], op));
      break;

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Buffer/Texture load and store

    // handle atomic operations all together
    case OPCODE_ATOMIC_IADD:
    case OPCODE_ATOMIC_IMAX:
    case OPCODE_ATOMIC_IMIN:
    case OPCODE_ATOMIC_AND:
    case OPCODE_ATOMIC_OR:
    case OPCODE_ATOMIC_XOR:
    case OPCODE_ATOMIC_CMP_STORE:
    case OPCODE_ATOMIC_UMAX:
    case OPCODE_ATOMIC_UMIN:
    case OPCODE_IMM_ATOMIC_IADD:
    case OPCODE_IMM_ATOMIC_IMAX:
    case OPCODE_IMM_ATOMIC_IMIN:
    case OPCODE_IMM_ATOMIC_AND:
    case OPCODE_IMM_ATOMIC_OR:
    case OPCODE_IMM_ATOMIC_XOR:
    case OPCODE_IMM_ATOMIC_EXCH:
    case OPCODE_IMM_ATOMIC_CMP_EXCH:
    case OPCODE_IMM_ATOMIC_UMAX:
    case OPCODE_IMM_ATOMIC_UMIN:
    {
      ASMOperand beforeResult;
      uint32_t resIndex = 0;
      ShaderVariable *dstAddress = NULL;
      ShaderVariable *src0 = NULL;
      ShaderVariable *src1 = NULL;
      bool gsm = false;

      if(op.operation == OPCODE_IMM_ATOMIC_IADD || op.operation == OPCODE_IMM_ATOMIC_IMAX ||
         op.operation == OPCODE_IMM_ATOMIC_IMIN || op.operation == OPCODE_IMM_ATOMIC_AND ||
         op.operation == OPCODE_IMM_ATOMIC_OR || op.operation == OPCODE_IMM_ATOMIC_XOR ||
         op.operation == OPCODE_IMM_ATOMIC_EXCH || op.operation == OPCODE_IMM_ATOMIC_CMP_EXCH ||
         op.operation == OPCODE_IMM_ATOMIC_UMAX || op.operation == OPCODE_IMM_ATOMIC_UMIN)
      {
        beforeResult = op.operands[0];
        resIndex = (uint32_t)op.operands[1].indices[0].index;
        gsm = (op.operands[1].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        dstAddress = &srcOpers[1];
        src0 = &srcOpers[2];
        if(srcOpers.size() > 3)
          src1 = &srcOpers[3];
      }
      else
      {
        beforeResult.type = TYPE_NULL;
        resIndex = (uint32_t)op.operands[0].indices[0].index;
        gsm = (op.operands[0].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        dstAddress = &srcOpers[0];
        src0 = &srcOpers[1];
        if(srcOpers.size() > 2)
          src1 = &srcOpers[2];
      }

      uint32_t stride = 4;
      uint32_t offset = 0;
      uint32_t numElems = 0;
      bool structured = false;

      byte *data = NULL;

      if(gsm)
      {
        offset = 0;
        if(resIndex > global.groupshared.size())
        {
          numElems = 0;
          stride = 4;
          data = NULL;
        }
        else
        {
          numElems = global.groupshared[resIndex].count;
          stride = global.groupshared[resIndex].bytestride;
          data = &global.groupshared[resIndex].data[0];
          structured = global.groupshared[resIndex].structured;
        }
      }
      else
      {
        offset = global.uavs[resIndex].firstElement;
        numElems = global.uavs[resIndex].numElements;
        data = &global.uavs[resIndex].data[0];

        for(size_t i = 0; i < s.dxbc->GetNumDeclarations(); i++)
        {
          const DXBC::ASMDecl &decl = dxbc->GetDeclaration(i);

          if(decl.operand.type == TYPE_UNORDERED_ACCESS_VIEW &&
             decl.operand.indices[0].index == resIndex)
          {
            if(decl.declaration == OPCODE_DCL_UNORDERED_ACCESS_VIEW_RAW)
            {
              stride = 4;
              structured = false;
              break;
            }
            else if(decl.declaration == OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED)
            {
              stride = decl.stride;
              structured = true;
              break;
            }
          }
        }
      }

      RDCASSERT(data);

      // seems like .x is element index, and .y is byte address, in the dstAddress operand
      //
      // "Out of bounds addressing on u# causes nothing to be written to memory, except if the
      //  u# is structured, and byte offset into the struct (second component of the address) is
      //  causing the out of bounds access, then the entire contents of the UAV become undefined."
      //
      // "The number of components taken from the address is determined by the dimensionality of dst
      // u# or g#."

      if(data)
      {
        data += (offset + dstAddress->value.u.x) * stride;
        if(structured)
          data += dstAddress->value.u.y;
      }

      // if out of bounds, undefined result is returned to dst0 for immediate operands,
      // so we only need to care about the in-bounds case.
      // Also helper/inactive pixels are not allowed to modify UAVs
      if(data && offset + dstAddress->value.u.x < numElems && !Finished())
      {
        uint32_t *udst = (uint32_t *)data;
        int32_t *idst = (int32_t *)data;

        if(beforeResult.type != TYPE_NULL)
        {
          s.SetDst(beforeResult, op, ShaderVariable("", *udst, *udst, *udst, *udst));
        }

        // not verified below since by definition the operations that expect usrc1 will have it
        uint32_t *usrc0 = src0 ? src0->value.uv : NULL;
        uint32_t *usrc1 = src1 ? src1->value.uv : NULL;

        int32_t *isrc0 = src0 ? src0->value.iv : NULL;

        switch(op.operation)
        {
          case OPCODE_IMM_ATOMIC_IADD:
          case OPCODE_ATOMIC_IADD: *udst = *udst + *usrc0; break;
          case OPCODE_IMM_ATOMIC_IMAX:
          case OPCODE_ATOMIC_IMAX: *idst = std::max(*idst, *isrc0); break;
          case OPCODE_IMM_ATOMIC_IMIN:
          case OPCODE_ATOMIC_IMIN: *idst = std::min(*idst, *isrc0); break;
          case OPCODE_IMM_ATOMIC_AND:
          case OPCODE_ATOMIC_AND: *udst = *udst & *usrc0; break;
          case OPCODE_IMM_ATOMIC_OR:
          case OPCODE_ATOMIC_OR: *udst = *udst | *usrc0; break;
          case OPCODE_IMM_ATOMIC_XOR:
          case OPCODE_ATOMIC_XOR: *udst = *udst ^ *usrc0; break;
          case OPCODE_IMM_ATOMIC_EXCH: *udst = *usrc0; break;
          case OPCODE_IMM_ATOMIC_CMP_EXCH:
          case OPCODE_ATOMIC_CMP_STORE:
            if(*udst == *usrc1)
              *udst = *usrc0;
            break;
          case OPCODE_IMM_ATOMIC_UMAX:
          case OPCODE_ATOMIC_UMAX: *udst = std::max(*udst, *usrc0); break;
          case OPCODE_IMM_ATOMIC_UMIN:
          case OPCODE_ATOMIC_UMIN: *udst = std::min(*udst, *usrc0); break;
        }
      }

      break;
    }

    // store and load paths are mostly identical
    case OPCODE_STORE_UAV_TYPED:
    case OPCODE_STORE_RAW:
    case OPCODE_STORE_STRUCTURED:

    case OPCODE_LD_RAW:
    case OPCODE_LD_UAV_TYPED:
    case OPCODE_LD_STRUCTURED:
    {
      uint32_t resIndex = 0;
      uint32_t elemOffset = 0;
      uint32_t elemIdx = 0;

      uint32_t texCoords[3] = {0, 0, 0};

      uint32_t stride = 0;

      bool srv = true;
      bool gsm = false;

      bool load = true;

      if(op.operation == OPCODE_STORE_UAV_TYPED || op.operation == OPCODE_STORE_RAW ||
         op.operation == OPCODE_STORE_STRUCTURED)
      {
        load = false;
      }

      if(load)
        s.flags = ShaderEvents::SampleLoadGather;

      if(op.operation == OPCODE_LD_STRUCTURED || op.operation == OPCODE_STORE_STRUCTURED)
      {
        if(load)
        {
          resIndex = (uint32_t)op.operands[3].indices[0].index;
          srv = (op.operands[3].type == TYPE_RESOURCE);
          gsm = (op.operands[3].type == TYPE_THREAD_GROUP_SHARED_MEMORY);

          stride = op.stride;
        }
        else
        {
          resIndex = (uint32_t)op.operands[0].indices[0].index;
          srv = false;
          gsm = (op.operands[0].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        }

        if(stride == 0)
        {
          if(gsm && resIndex < global.groupshared.size())
          {
            stride = global.groupshared[resIndex].bytestride;
          }
          else if(!gsm)
          {
            for(size_t i = 0; i < s.dxbc->GetNumDeclarations(); i++)
            {
              const DXBC::ASMDecl &decl = dxbc->GetDeclaration(i);

              if(decl.operand.type == TYPE_UNORDERED_ACCESS_VIEW && !srv &&
                 decl.operand.indices[0].index == resIndex &&
                 decl.declaration == OPCODE_DCL_UNORDERED_ACCESS_VIEW_STRUCTURED)
              {
                stride = decl.stride;
                break;
              }
              if(decl.operand.type == TYPE_RESOURCE && srv &&
                 decl.operand.indices[0].index == resIndex &&
                 decl.declaration == OPCODE_DCL_RESOURCE_STRUCTURED)
              {
                stride = decl.stride;
                break;
              }
            }
          }
        }

        elemOffset = srcOpers[1].value.u.x;
        elemIdx = srcOpers[0].value.u.x;
      }
      else if(op.operation == OPCODE_LD_UAV_TYPED || op.operation == OPCODE_STORE_UAV_TYPED)
      {
        if(load)
        {
          resIndex = (uint32_t)op.operands[2].indices[0].index;
          gsm = (op.operands[2].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        }
        else
        {
          resIndex = (uint32_t)op.operands[0].indices[0].index;
          gsm = (op.operands[0].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        }

        elemIdx = srcOpers[0].value.u.x;

        // could be a tex load
        texCoords[0] = srcOpers[0].value.u.x;
        texCoords[1] = srcOpers[0].value.u.y;
        texCoords[2] = srcOpers[0].value.u.z;

        stride = 4;
        srv = false;
      }
      else if(op.operation == OPCODE_LD_RAW || op.operation == OPCODE_STORE_RAW)
      {
        if(load)
        {
          resIndex = (uint32_t)op.operands[2].indices[0].index;
          srv = (op.operands[2].type == TYPE_RESOURCE);
          gsm = (op.operands[2].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        }
        else
        {
          resIndex = (uint32_t)op.operands[0].indices[0].index;
          srv = false;
          gsm = (op.operands[0].type == TYPE_THREAD_GROUP_SHARED_MEMORY);
        }

        elemIdx = srcOpers[0].value.u.x;
        stride = 1;
      }

      RDCASSERT(stride != 0);

      uint32_t offset = srv ? global.srvs[resIndex].firstElement : global.uavs[resIndex].firstElement;
      uint32_t numElems = srv ? global.srvs[resIndex].numElements : global.uavs[resIndex].numElements;
      GlobalState::ViewFmt fmt = srv ? global.srvs[resIndex].format : global.uavs[resIndex].format;

      // indexing for raw views is in bytes, but firstElement/numElements is in format-sized
      // units. Multiply up by bytesize
      if(op.operation == OPCODE_LD_RAW || op.operation == OPCODE_STORE_RAW)
      {
        offset *= fmt.byteWidth;
        numElems *= fmt.byteWidth;
      }

      byte *data = srv ? &global.srvs[resIndex].data[0] : &global.uavs[resIndex].data[0];
      bool texData = srv ? false : global.uavs[resIndex].tex;
      uint32_t rowPitch = srv ? 0 : global.uavs[resIndex].rowPitch;
      uint32_t depthPitch = srv ? 0 : global.uavs[resIndex].depthPitch;

      if(load && !srv && !gsm && (fmt.numComps != 1 || fmt.byteWidth != 4))
      {
        device->AddDebugMessage(
            MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
            StringFormat::Fmt(
                "Shader debugging %d: %s\n"
                "UAV loads aren't supported from anything but 32-bit single channel resources",
                s.nextInstruction - 1, op.str.c_str()));
      }

      if(gsm)
      {
        offset = 0;
        if(resIndex > global.groupshared.size())
        {
          numElems = 0;
          stride = 4;
          data = NULL;
        }
        else
        {
          numElems = global.groupshared[resIndex].count;
          stride = global.groupshared[resIndex].bytestride;
          data = &global.groupshared[resIndex].data[0];
          fmt.fmt = CompType::UInt;
          fmt.byteWidth = 4;
          fmt.numComps = global.groupshared[resIndex].bytestride / 4;
          fmt.reversed = false;
          fmt.stride = 0;
        }
        texData = false;
      }

      RDCASSERT(data);

      size_t texOffset = 0;

      if(texData)
      {
        texOffset += texCoords[0] * fmt.Stride();
        texOffset += texCoords[1] * rowPitch;
        texOffset += texCoords[2] * depthPitch;
      }

      if(!data || (!texData && elemIdx >= numElems) ||
         (texData && texOffset >= global.uavs[resIndex].data.size()))
      {
        if(load)
          s.SetDst(op.operands[0], op, ShaderVariable("", 0U, 0U, 0U, 0U));
      }
      else
      {
        if(gsm || !texData)
        {
          data += (offset + elemIdx) * stride;
          data += elemOffset;
        }
        else
        {
          data += texOffset;
        }

        uint32_t *datau32 = (uint32_t *)data;

        int maxIndex = fmt.numComps;

        uint32_t srcIdx = 1;
        if(op.operation == OPCODE_STORE_STRUCTURED || op.operation == OPCODE_LD_STRUCTURED)
        {
          srcIdx = 2;
          maxIndex = (stride - elemOffset) / sizeof(uint32_t);
        }
        // raw loads/stores can come from any component (as long as it's within range of the data!)
        if(op.operation == OPCODE_LD_RAW || op.operation == OPCODE_STORE_RAW)
        {
          maxIndex = 4;
        }

        if(load)
        {
          ShaderVariable fetch("", 0U, 0U, 0U, 0U);

          for(int i = 0; i < 4; i++)
          {
            uint8_t comp = op.operands[srcIdx + 1].comps[i];
            if(op.operands[srcIdx + 1].comps[i] == 0xff || comp >= maxIndex)
              comp = 0;

            fetch.value.uv[i] = datau32[comp];
          }

          // if we are assigning into a scalar, SetDst expects the result to be in .x (as normally
          // we are assigning FROM a scalar also).
          // to match this expectation, propogate the component across.
          if(op.operands[0].comps[0] != 0xff && op.operands[0].comps[1] == 0xff &&
             op.operands[0].comps[2] == 0xff && op.operands[0].comps[3] == 0xff)
            fetch.value.uv[0] = fetch.value.uv[op.operands[0].comps[0]];

          s.SetDst(op.operands[0], op, fetch);
        }
        else if(!Finished())    // helper/inactive pixels can't modify UAVs
        {
          for(int i = 0; i < 4; i++)
          {
            uint8_t comp = op.operands[0].comps[i];
            // masks must be contiguous from x, if we reach the 'end' we're done
            if(comp == 0xff || comp >= maxIndex)
              break;

            datau32[i] = srcOpers[srcIdx].value.uv[i];
          }
        }
      }

      break;
    }

    case OPCODE_EVAL_CENTROID:
    case OPCODE_EVAL_SAMPLE_INDEX:
    case OPCODE_EVAL_SNAPPED:
    {
      // opcodes only seem to be supported for regular inputs
      RDCASSERT(op.operands[1].type == TYPE_INPUT);

      GlobalState::SampleEvalCacheKey key;

      key.quadIndex = quadIndex;

      // if this is TYPE_INPUT we can look up the index directly
      key.inputRegisterIndex = (int32_t)op.operands[1].indices[0].index;

      for(int c = 0; c < 4; c++)
      {
        if(op.operands[0].comps[c] == 0xff)
          break;

        key.numComponents = c + 1;
      }

      key.firstComponent = op.operands[1].comps[op.operands[0].comps[0]];

      if(op.operation == OPCODE_EVAL_SAMPLE_INDEX)
      {
        key.sample = srcOpers[1].value.i.x;
      }
      else if(op.operation == OPCODE_EVAL_SNAPPED)
      {
        key.offsetx = RDCCLAMP(srcOpers[1].value.i.x, -8, 7);
        key.offsety = RDCCLAMP(srcOpers[1].value.i.y, -8, 7);
      }
      else if(op.operation == OPCODE_EVAL_CENTROID)
      {
        // OPCODE_EVAL_CENTROID is the default, -1 sample and 0,0 offset
      }

      // look up this combination in the cache, if we get a hit then return that value.
      auto it = global.sampleEvalCache.find(key);
      if(it != global.sampleEvalCache.end())
      {
        // perform source operand swizzling
        ShaderVariable var = it->second;

        for(int i = 0; i < 4; i++)
          if(op.operands[1].comps[i] < 4)
            var.value.uv[i] = it->second.value.uv[op.operands[1].comps[i]];

        s.SetDst(op.operands[0], op, var);
      }
      else
      {
        // if we got here, either the cache is empty (we're not rendering MSAA at all) so we should
        // just return the interpolant, or something went wrong and the item we want isn't cached so
        // the best we can do is return the interpolant.

        if(!global.sampleEvalCache.empty())
        {
          device->AddDebugMessage(
              MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
              StringFormat::Fmt(
                  "Shader debugging %d: %s\n"
                  "No sample evaluate found in cache. Possible out-of-bounds sample index",
                  s.nextInstruction - 1, op.str.c_str()));
        }

        s.SetDst(op.operands[0], op, srcOpers[0]);
      }

      break;
    }

    case OPCODE_SAMPLE_INFO:
    case OPCODE_SAMPLE_POS:
    {
      ID3D11DeviceContext *context = NULL;
      device->GetImmediateContext(&context);

      ShaderVariable result("", 0U, 0U, 0U, 0U);

      ID3D11Resource *res = NULL;

      if(op.operands[1].type == TYPE_RASTERIZER)
      {
        ID3D11RenderTargetView *rtv[8] = {};
        ID3D11DepthStencilView *dsv = NULL;

        context->OMGetRenderTargets(8, rtv, &dsv);

        // try depth first - both should match sample count though to be valid
        if(dsv)
        {
          dsv->GetResource(&res);
        }
        else
        {
          for(size_t i = 0; i < ARRAY_COUNT(rtv); i++)
          {
            if(rtv[i])
            {
              rtv[i]->GetResource(&res);
              break;
            }
          }
        }

        if(!res)
        {
          RDCWARN("No targets bound for output when calling sampleinfo on rasterizer");

          device->AddDebugMessage(
              MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
              StringFormat::Fmt("Shader debugging %d: %s\n"
                                "No targets bound for output when calling sampleinfo on rasterizer",
                                s.nextInstruction - 1, op.str.c_str()));
        }

        for(size_t i = 0; i < ARRAY_COUNT(rtv); i++)
          SAFE_RELEASE(rtv[i]);
        SAFE_RELEASE(dsv);
      }
      else if(op.operands[1].type == TYPE_RESOURCE && op.operands[1].indices.size() == 1 &&
              op.operands[1].indices[0].absolute && !op.operands[1].indices[0].relative)
      {
        UINT slot = (UINT)(op.operands[1].indices[0].index & 0xffffffff);

        ID3D11ShaderResourceView *srv = NULL;
        if(s.dxbc->m_Type == D3D11_ShaderType_Vertex)
          context->VSGetShaderResources(slot, 1, &srv);
        else if(s.dxbc->m_Type == D3D11_ShaderType_Hull)
          context->HSGetShaderResources(slot, 1, &srv);
        else if(s.dxbc->m_Type == D3D11_ShaderType_Domain)
          context->DSGetShaderResources(slot, 1, &srv);
        else if(s.dxbc->m_Type == D3D11_ShaderType_Geometry)
          context->GSGetShaderResources(slot, 1, &srv);
        else if(s.dxbc->m_Type == D3D11_ShaderType_Pixel)
          context->PSGetShaderResources(slot, 1, &srv);
        else if(s.dxbc->m_Type == D3D11_ShaderType_Compute)
          context->CSGetShaderResources(slot, 1, &srv);

        if(srv)
        {
          srv->GetResource(&res);
        }
        else
        {
          RDCWARN("SRV is NULL being queried by sampleinfo");

          device->AddDebugMessage(
              MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
              StringFormat::Fmt("Shader debugging %d: %s\nSRV is NULL being queried by sampleinfo",
                                s.nextInstruction - 1, op.str.c_str()));
        }

        SAFE_RELEASE(srv);
      }
      else
      {
        RDCWARN("unexpected operand type to sample_info");
      }

      if(res)
      {
        D3D11_RESOURCE_DIMENSION dim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
        res->GetType(&dim);

        if(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
        {
          D3D11_TEXTURE2D_DESC desc;
          ((ID3D11Texture2D *)res)->GetDesc(&desc);

          // returns 1 for non-multisampled resources
          result.value.u.x = RDCMAX(1U, desc.SampleDesc.Count);
        }
        else
        {
          if(op.operands[1].type == TYPE_RASTERIZER)
          {
            // special behaviour for non-2D (i.e. by definition non-multisampled) textures when
            // querying the rasterizer, just return 1.
            result.value.u.x = 1;
          }
          else
          {
            device->AddDebugMessage(
                MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
                StringFormat::Fmt("Shader debugging %d: %s\nResource specified is not a 2D texture",
                                  s.nextInstruction - 1, op.str.c_str()));

            result.value.u.x = 0;
          }
        }

        SAFE_RELEASE(res);
      }

      // "If there is no resource bound to the specified slot, 0 is returned."

      // lookup sample pos if we got a count from above
      if(op.operation == OPCODE_SAMPLE_POS && result.value.u.x > 0 &&
         op.operands[2].type == TYPE_IMMEDIATE32)
      {
        // assume standard sample pattern - this might not hold in all cases
        // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx

        uint32_t sampleIndex = op.operands[2].values[0];
        uint32_t sampleCount = result.value.u.x;

        if(sampleIndex >= sampleCount)
        {
          RDCWARN("sample index %u is out of bounds on resource bound to sample_pos (%u samples)",
                  sampleIndex, sampleCount);
        }
        else
        {
          const float *sample_pattern = NULL;

// co-ordinates are given as (i,j) in 16ths of a pixel
#define _SMP(c) ((c) / 16.0f)

          if(sampleCount == 1)
          {
            RDCWARN("Non-multisampled texture being passed to sample_pos");

            device->AddDebugMessage(
                MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
                StringFormat::Fmt(
                    "Shader debugging %d: %s\nNon-multisampled texture being passed to sample_pos",
                    s.nextInstruction - 1, op.str.c_str()));

            sample_pattern = NULL;
          }
          else if(sampleCount == 2)
          {
            static const float pattern_2x[] = {
                _SMP(4.0f), _SMP(4.0f), _SMP(-4.0f), _SMP(-4.0f),
            };

            sample_pattern = &pattern_2x[0];
          }
          else if(sampleCount == 4)
          {
            static const float pattern_4x[] = {
                _SMP(-2.0f), _SMP(-6.0f), _SMP(6.0f), _SMP(-2.0f),
                _SMP(-6.0f), _SMP(2.0f),  _SMP(2.0f), _SMP(6.0f),
            };

            sample_pattern = &pattern_4x[0];
          }
          else if(sampleCount == 8)
          {
            static const float pattern_8x[] = {
                _SMP(1.0f),  _SMP(-3.0f), _SMP(-1.0f), _SMP(3.0f),  _SMP(5.0f),  _SMP(1.0f),
                _SMP(-3.0f), _SMP(-5.0f), _SMP(-5.0f), _SMP(5.0f),  _SMP(-7.0f), _SMP(-1.0f),
                _SMP(3.0f),  _SMP(7.0f),  _SMP(7.0f),  _SMP(-7.0f),
            };

            sample_pattern = &pattern_8x[0];
          }
          else if(sampleCount == 16)
          {
            static const float pattern_16x[] = {
                _SMP(1.0f),  _SMP(1.0f),  _SMP(-1.0f), _SMP(-3.0f), _SMP(-3.0f), _SMP(2.0f),
                _SMP(4.0f),  _SMP(-1.0f), _SMP(-5.0f), _SMP(-2.0f), _SMP(2.0f),  _SMP(5.0f),
                _SMP(5.0f),  _SMP(3.0f),  _SMP(3.0f),  _SMP(-5.0f), _SMP(-2.0f), _SMP(6.0f),
                _SMP(0.0f),  _SMP(-7.0f), _SMP(-4.0f), _SMP(-6.0f), _SMP(-6.0f), _SMP(4.0f),
                _SMP(-8.0f), _SMP(0.0f),  _SMP(7.0f),  _SMP(-4.0f), _SMP(6.0f),  _SMP(7.0f),
                _SMP(-7.0f), _SMP(-8.0f),
            };

            sample_pattern = &pattern_16x[0];
          }
          else    // unsupported sample count
          {
            RDCERR("Unsupported sample count on resource for sample_pos: %u", result.value.u.x);

            sample_pattern = NULL;
          }

          if(sample_pattern == NULL)
          {
            result.value.f.x = 0.0f;
            result.value.f.y = 0.0f;
          }
          else
          {
            result.value.f.x = sample_pattern[sampleIndex * 2 + 0];
            result.value.f.y = sample_pattern[sampleIndex * 2 + 1];
          }
        }

#undef _SMP
      }

      // apply swizzle
      ShaderVariable swizzled("", 0.0f, 0.0f, 0.0f, 0.0f);

      for(int i = 0; i < 4; i++)
      {
        if(op.operands[1].comps[i] == 0xff)
          swizzled.value.uv[i] = result.value.uv[0];
        else
          swizzled.value.uv[i] = result.value.uv[op.operands[1].comps[i]];
      }

      // apply ret type
      if(op.operation == OPCODE_SAMPLE_POS)
      {
        result = swizzled;
        result.type = VarType::Float;
      }
      else if(op.resinfoRetType == RETTYPE_FLOAT)
      {
        result.value.f.x = (float)swizzled.value.u.x;
        result.value.f.y = (float)swizzled.value.u.y;
        result.value.f.z = (float)swizzled.value.u.z;
        result.value.f.w = (float)swizzled.value.u.w;
        result.type = VarType::Float;
      }
      else
      {
        result = swizzled;
        result.type = VarType::UInt;
      }

      // if we are assigning into a scalar, SetDst expects the result to be in .x (as normally we
      // are assigning FROM a scalar also).
      // to match this expectation, propogate the component across.
      if(op.operands[0].comps[0] != 0xff && op.operands[0].comps[1] == 0xff &&
         op.operands[0].comps[2] == 0xff && op.operands[0].comps[3] == 0xff)
        result.value.uv[0] = result.value.uv[op.operands[0].comps[0]];

      s.SetDst(op.operands[0], op, result);

      SAFE_RELEASE(context);

      break;
    }

    case OPCODE_BUFINFO:
    {
      ID3D11DeviceContext *context = NULL;
      device->GetImmediateContext(&context);

      if(op.operands[1].indices.size() == 1 && op.operands[1].indices[0].absolute &&
         !op.operands[1].indices[0].relative)
      {
        UINT slot = (UINT)(op.operands[1].indices[0].index & 0xffffffff);

        ShaderVariable result("", 0U, 0U, 0U, 0U);

        if(op.operands[1].type == TYPE_UNORDERED_ACCESS_VIEW)
        {
          ID3D11UnorderedAccessView *uav = NULL;
          if(s.dxbc->m_Type == D3D11_ShaderType_Compute)
            context->CSGetUnorderedAccessViews(slot, 1, &uav);
          else
            context->OMGetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, slot, 1, &uav);

          if(uav)
          {
            D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
            uav->GetDesc(&uavDesc);

            if(uavDesc.ViewDimension == D3D11_UAV_DIMENSION_BUFFER)
            {
              result.value.u.x = result.value.u.y = result.value.u.z = result.value.u.w =
                  uavDesc.Buffer.NumElements;
            }
            else
            {
              RDCWARN("Unexpected UAV dimension %d passed to bufinfo", uavDesc.ViewDimension);

              device->AddDebugMessage(
                  MessageCategory::Shaders, MessageSeverity::High, MessageSource::RuntimeWarning,
                  StringFormat::Fmt(
                      "Shader debugging %d: %s\nUAV being queried by bufinfo is not a buffer",
                      s.nextInstruction - 1, op.str.c_str()));
            }
          }
          else
          {
            RDCWARN("UAV is NULL being queried by bufinfo");

            device->AddDebugMessage(
                MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
                StringFormat::Fmt("Shader debugging %d: %s\nUAV being queried by bufinfo is NULL",
                                  s.nextInstruction - 1, op.str.c_str()));
          }

          SAFE_RELEASE(uav);
        }
        else
        {
          ID3D11ShaderResourceView *srv = NULL;
          if(s.dxbc->m_Type == D3D11_ShaderType_Vertex)
            context->VSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Hull)
            context->HSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Domain)
            context->DSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Geometry)
            context->GSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Pixel)
            context->PSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Compute)
            context->CSGetShaderResources(slot, 1, &srv);

          if(srv)
          {
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srv->GetDesc(&srvDesc);

            if(srvDesc.ViewDimension == D3D11_SRV_DIMENSION_BUFFER)
            {
              result.value.u.x = result.value.u.y = result.value.u.z = result.value.u.w =
                  srvDesc.Buffer.NumElements;
            }
            else if(srvDesc.ViewDimension == D3D11_SRV_DIMENSION_BUFFEREX)
            {
              result.value.u.x = result.value.u.y = result.value.u.z = result.value.u.w =
                  srvDesc.BufferEx.NumElements;
            }
            else
            {
              RDCWARN("Unexpected SRV dimension %d passed to bufinfo", srvDesc.ViewDimension);

              device->AddDebugMessage(
                  MessageCategory::Shaders, MessageSeverity::High, MessageSource::RuntimeWarning,
                  StringFormat::Fmt(
                      "Shader debugging %d: %s\nSRV being queried by bufinfo is not a buffer",
                      s.nextInstruction - 1, op.str.c_str()));
            }
          }
          else
          {
            RDCWARN("SRV is NULL being queried by bufinfo");

            device->AddDebugMessage(
                MessageCategory::Shaders, MessageSeverity::Medium, MessageSource::RuntimeWarning,
                StringFormat::Fmt("Shader debugging %d: %s\nSRV being queried by bufinfo is NULL",
                                  s.nextInstruction - 1, op.str.c_str()));
          }

          SAFE_RELEASE(srv);
        }

        // apply swizzle
        ShaderVariable swizzled("", 0.0f, 0.0f, 0.0f, 0.0f);

        for(int i = 0; i < 4; i++)
        {
          if(op.operands[1].comps[i] == 0xff)
            swizzled.value.uv[i] = result.value.uv[0];
          else
            swizzled.value.uv[i] = result.value.uv[op.operands[1].comps[i]];
        }

        result = swizzled;
        result.type = VarType::UInt;

        // if we are assigning into a scalar, SetDst expects the result to be in .x (as normally we
        // are assigning FROM a scalar also).
        // to match this expectation, propogate the component across.
        if(op.operands[0].comps[0] != 0xff && op.operands[0].comps[1] == 0xff &&
           op.operands[0].comps[2] == 0xff && op.operands[0].comps[3] == 0xff)
          result.value.uv[0] = result.value.uv[op.operands[0].comps[0]];

        s.SetDst(op.operands[0], op, result);
      }
      else
      {
        RDCERR("Unexpected relative addressing");
        s.SetDst(op.operands[0], op, ShaderVariable("", 0.0f, 0.0f, 0.0f, 0.0f));
      }

      SAFE_RELEASE(context);

      break;
    }

    case OPCODE_RESINFO:
    {
      // spec says "srcMipLevel is read as an unsigned integer scalar"
      uint32_t mipLevel = srcOpers[0].value.u.x;

      ID3D11DeviceContext *context = NULL;
      device->GetImmediateContext(&context);

      if(op.operands[2].indices.size() == 1 && op.operands[2].indices[0].absolute &&
         !op.operands[2].indices[0].relative)
      {
        UINT slot = (UINT)(op.operands[2].indices[0].index & 0xffffffff);

        ShaderVariable result("", 0.0f, 0.0f, 0.0f, 0.0f);

        int dim = 0;

        if(op.operands[2].type != TYPE_UNORDERED_ACCESS_VIEW)
        {
          ID3D11ShaderResourceView *srv = NULL;
          if(s.dxbc->m_Type == D3D11_ShaderType_Vertex)
            context->VSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Hull)
            context->HSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Domain)
            context->DSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Geometry)
            context->GSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Pixel)
            context->PSGetShaderResources(slot, 1, &srv);
          else if(s.dxbc->m_Type == D3D11_ShaderType_Compute)
            context->CSGetShaderResources(slot, 1, &srv);

          if(srv)
          {
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srv->GetDesc(&srvDesc);

            switch(srvDesc.ViewDimension)
            {
              case D3D11_SRV_DIMENSION_BUFFER:
              {
                dim = 1;

                result.value.u.x = srvDesc.Buffer.NumElements;
                result.value.u.y = 0;
                result.value.u.z = 0;
                result.value.u.w = 0;
                break;
              }
              case D3D11_SRV_DIMENSION_BUFFEREX:
              {
                dim = 1;

                result.value.u.x = srvDesc.BufferEx.NumElements;
                result.value.u.y = 0;
                result.value.u.z = 0;
                result.value.u.w = 0;
                break;
              }
              case D3D11_SRV_DIMENSION_TEXTURE1D:
              case D3D11_SRV_DIMENSION_TEXTURE1DARRAY:
              {
                ID3D11Texture1D *tex = NULL;
                srv->GetResource((ID3D11Resource **)&tex);

                dim = 1;

                if(tex)
                {
                  bool isarray = srvDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE1DARRAY;

                  D3D11_TEXTURE1D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = isarray ? srvDesc.Texture1DArray.ArraySize : 0;
                  result.value.u.z = 0;
                  result.value.u.w =
                      isarray ? srvDesc.Texture1DArray.MipLevels : srvDesc.Texture1D.MipLevels;

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
              case D3D11_SRV_DIMENSION_TEXTURE2D:
              case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
              case D3D11_SRV_DIMENSION_TEXTURE2DMS:
              case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
              {
                ID3D11Texture2D *tex = NULL;
                srv->GetResource((ID3D11Resource **)&tex);

                dim = 2;

                if(tex)
                {
                  D3D11_TEXTURE2D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = RDCMAX(1U, desc.Height >> mipLevel);

                  if(srvDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2D)
                  {
                    result.value.u.z = 0;
                    result.value.u.w = srvDesc.Texture2D.MipLevels;
                  }
                  else if(srvDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2DARRAY)
                  {
                    result.value.u.z = srvDesc.Texture2DArray.ArraySize;
                    result.value.u.w = srvDesc.Texture2DArray.MipLevels;
                  }
                  else if(srvDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2DMS)
                  {
                    result.value.u.z = 0;
                    result.value.u.w = 1;
                  }
                  else if(srvDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY)
                  {
                    result.value.u.z = srvDesc.Texture2DMSArray.ArraySize;
                    result.value.u.w = 1;
                  }

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = result.value.u.z = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
              case D3D11_SRV_DIMENSION_TEXTURE3D:
              {
                ID3D11Texture3D *tex = NULL;
                srv->GetResource((ID3D11Resource **)&tex);

                dim = 3;

                if(tex)
                {
                  D3D11_TEXTURE3D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = RDCMAX(1U, desc.Height >> mipLevel);
                  result.value.u.z = RDCMAX(1U, desc.Depth >> mipLevel);
                  result.value.u.w = srvDesc.Texture3D.MipLevels;

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = result.value.u.z = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
              case D3D11_SRV_DIMENSION_TEXTURECUBE:
              case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY:
              {
                ID3D11Texture2D *tex = NULL;
                srv->GetResource((ID3D11Resource **)&tex);

                dim = 2;

                if(tex)
                {
                  bool isarray = srvDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE1DARRAY;

                  D3D11_TEXTURE2D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = RDCMAX(1U, desc.Height >> mipLevel);

                  // the spec says "If srcResource is a TextureCubeArray, [...]. dest.z is set to an
                  // undefined value."
                  // but that's stupid, and implementations seem to return the number of cubes
                  result.value.u.z = isarray ? srvDesc.TextureCubeArray.NumCubes : 0;
                  result.value.u.w =
                      isarray ? srvDesc.TextureCubeArray.MipLevels : srvDesc.TextureCube.MipLevels;

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = result.value.u.z = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
            }

            SAFE_RELEASE(srv);
          }
        }
        else
        {
          ID3D11UnorderedAccessView *uav = NULL;
          if(s.dxbc->m_Type == D3D11_ShaderType_Compute)
          {
            context->CSGetUnorderedAccessViews(slot, 1, &uav);
          }
          else
          {
            ID3D11RenderTargetView *rtvs[8] = {0};
            ID3D11DepthStencilView *dsv = NULL;
            context->OMGetRenderTargetsAndUnorderedAccessViews(0, rtvs, &dsv, slot, 1, &uav);

            for(int i = 0; i < 8; i++)
              SAFE_RELEASE(rtvs[i]);
            SAFE_RELEASE(dsv);
          }

          if(uav)
          {
            D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
            uav->GetDesc(&uavDesc);

            switch(uavDesc.ViewDimension)
            {
              case D3D11_UAV_DIMENSION_BUFFER:
              {
                ID3D11Buffer *buf = NULL;
                uav->GetResource((ID3D11Resource **)&buf);

                dim = 1;

                if(buf)
                {
                  D3D11_BUFFER_DESC desc;
                  buf->GetDesc(&desc);
                  result.value.u.x = desc.ByteWidth;
                  result.value.u.y = 0;
                  result.value.u.z = 0;
                  result.value.u.w = 0;

                  SAFE_RELEASE(buf);
                }
                break;
              }
              case D3D11_UAV_DIMENSION_TEXTURE1D:
              case D3D11_UAV_DIMENSION_TEXTURE1DARRAY:
              {
                ID3D11Texture1D *tex = NULL;
                uav->GetResource((ID3D11Resource **)&tex);

                dim = 1;

                if(tex)
                {
                  bool isarray = uavDesc.ViewDimension == D3D11_UAV_DIMENSION_TEXTURE1DARRAY;

                  D3D11_TEXTURE1D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = isarray ? uavDesc.Texture1DArray.ArraySize : 0;
                  result.value.u.z = 0;

                  // spec says "For UAVs (u#), the number of mip levels is always 1."
                  result.value.u.w = 1;

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
              case D3D11_UAV_DIMENSION_TEXTURE2D:
              case D3D11_UAV_DIMENSION_TEXTURE2DARRAY:
              {
                ID3D11Texture2D *tex = NULL;
                uav->GetResource((ID3D11Resource **)&tex);

                dim = 2;

                if(tex)
                {
                  D3D11_TEXTURE2D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = RDCMAX(1U, desc.Height >> mipLevel);

                  if(uavDesc.ViewDimension == D3D11_UAV_DIMENSION_TEXTURE2D)
                    result.value.u.z = 0;
                  else if(uavDesc.ViewDimension == D3D11_UAV_DIMENSION_TEXTURE2DARRAY)
                    result.value.u.z = uavDesc.Texture2DArray.ArraySize;

                  // spec says "For UAVs (u#), the number of mip levels is always 1."
                  result.value.u.w = 1;

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = result.value.u.z = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
              case D3D11_UAV_DIMENSION_TEXTURE3D:
              {
                ID3D11Texture3D *tex = NULL;
                uav->GetResource((ID3D11Resource **)&tex);

                dim = 3;

                if(tex)
                {
                  D3D11_TEXTURE3D_DESC desc;
                  tex->GetDesc(&desc);
                  result.value.u.x = RDCMAX(1U, desc.Width >> mipLevel);
                  result.value.u.y = RDCMAX(1U, desc.Height >> mipLevel);
                  result.value.u.z = RDCMAX(1U, desc.Depth >> mipLevel);

                  // spec says "For UAVs (u#), the number of mip levels is always 1."
                  result.value.u.w = 1;

                  if(mipLevel >= result.value.u.w)
                    result.value.u.x = result.value.u.y = result.value.u.z = 0;

                  SAFE_RELEASE(tex);
                }
                break;
              }
            }

            SAFE_RELEASE(uav);
          }
        }

        // need a valid dimension even if the resource was unbound, so
        // search for the declaration
        if(dim == 0)
        {
          for(size_t i = 0; i < s.dxbc->GetNumDeclarations(); i++)
          {
            const DXBC::ASMDecl &decl = dxbc->GetDeclaration(i);

            if(decl.declaration == OPCODE_DCL_RESOURCE && decl.operand.type == TYPE_RESOURCE &&
               decl.operand.indices.size() == 1 &&
               decl.operand.indices[0] == op.operands[2].indices[0])
            {
              switch(decl.dim)
              {
                case RESOURCE_DIMENSION_BUFFER:
                case RESOURCE_DIMENSION_RAW_BUFFER:
                case RESOURCE_DIMENSION_STRUCTURED_BUFFER:
                case RESOURCE_DIMENSION_TEXTURE1D:
                case RESOURCE_DIMENSION_TEXTURE1DARRAY: dim = 1; break;
                case RESOURCE_DIMENSION_TEXTURE2D:
                case RESOURCE_DIMENSION_TEXTURE2DMS:
                case RESOURCE_DIMENSION_TEXTURE2DARRAY:
                case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
                case RESOURCE_DIMENSION_TEXTURECUBE:
                case RESOURCE_DIMENSION_TEXTURECUBEARRAY: dim = 2; break;
                case RESOURCE_DIMENSION_TEXTURE3D: dim = 3; break;
              }
              break;
            }
          }
        }

        // apply swizzle
        ShaderVariable swizzled("", 0.0f, 0.0f, 0.0f, 0.0f);

        for(int i = 0; i < 4; i++)
        {
          if(op.operands[2].comps[i] == 0xff)
            swizzled.value.uv[i] = result.value.uv[0];
          else
            swizzled.value.uv[i] = result.value.uv[op.operands[2].comps[i]];
        }

        // apply ret type
        if(op.resinfoRetType == RETTYPE_FLOAT)
        {
          result.value.f.x = (float)swizzled.value.u.x;
          result.value.f.y = (float)swizzled.value.u.y;
          result.value.f.z = (float)swizzled.value.u.z;
          result.value.f.w = (float)swizzled.value.u.w;
          result.type = VarType::Float;
        }
        else if(op.resinfoRetType == RETTYPE_RCPFLOAT)
        {
          // only width/height/depth values we set are reciprocated, other values
          // are just left as is
          if(dim <= 1)
            result.value.f.x = 1.0f / (float)swizzled.value.u.x;
          else
            result.value.f.x = (float)swizzled.value.u.x;

          if(dim <= 2)
            result.value.f.y = 1.0f / (float)swizzled.value.u.y;
          else
            result.value.f.y = (float)swizzled.value.u.y;

          if(dim <= 3)
            result.value.f.z = 1.0f / (float)swizzled.value.u.z;
          else
            result.value.f.z = (float)swizzled.value.u.z;

          result.value.f.w = (float)swizzled.value.u.w;
          result.type = VarType::Float;
        }
        else if(op.resinfoRetType == RETTYPE_UINT)
        {
          result = swizzled;
          result.type = VarType::UInt;
        }

        // if we are assigning into a scalar, SetDst expects the result to be in .x (as normally we
        // are assigning FROM a scalar also).
        // to match this expectation, propogate the component across.
        if(op.operands[0].comps[0] != 0xff && op.operands[0].comps[1] == 0xff &&
           op.operands[0].comps[2] == 0xff && op.operands[0].comps[3] == 0xff)
          result.value.uv[0] = result.value.uv[op.operands[0].comps[0]];

        s.SetDst(op.operands[0], op, result);
      }
      else
      {
        RDCERR("Unexpected relative addressing");
        s.SetDst(op.operands[0], op, ShaderVariable("", 0.0f, 0.0f, 0.0f, 0.0f));
      }

      SAFE_RELEASE(context);

      break;
    }
    case OPCODE_SAMPLE:
    case OPCODE_SAMPLE_L:
    case OPCODE_SAMPLE_B:
    case OPCODE_SAMPLE_D:
    case OPCODE_SAMPLE_C:
    case OPCODE_SAMPLE_C_LZ:
    case OPCODE_LD:
    case OPCODE_LD_MS:
    case OPCODE_GATHER4:
    case OPCODE_GATHER4_C:
    case OPCODE_GATHER4_PO:
    case OPCODE_GATHER4_PO_C:
    case OPCODE_LOD:
    {
      string sampler = "";
      string texture = "";
      string funcRet = "";
      DXGI_FORMAT retFmt = DXGI_FORMAT_UNKNOWN;

      if(op.operation != OPCODE_LOD)
      {
        s.flags = ShaderEvents::SampleLoadGather;
      }

      if(op.operation == OPCODE_SAMPLE_C || op.operation == OPCODE_SAMPLE_C_LZ ||
         op.operation == OPCODE_GATHER4_C || op.operation == OPCODE_GATHER4_PO_C ||
         op.operation == OPCODE_LOD)
      {
        retFmt = DXGI_FORMAT_R32G32B32A32_FLOAT;
        funcRet = "float4";
      }

      bool useOffsets = true;
      int texdim = 2;
      int offsdim = 2;    // ddN and offset dimension

      DXBC::ResourceDimension resourceDim = DXBC::RESOURCE_DIMENSION_UNKNOWN;

      for(size_t i = 0; i < s.dxbc->GetNumDeclarations(); i++)
      {
        const DXBC::ASMDecl &decl = dxbc->GetDeclaration(i);

        if(decl.declaration == OPCODE_DCL_SAMPLER && op.operands.size() > 3 &&
           decl.operand.indices == op.operands[3].indices)
        {
          if(decl.samplerMode == SAMPLER_MODE_DEFAULT)
            sampler = "SamplerState s";
          else if(decl.samplerMode == SAMPLER_MODE_COMPARISON)
            sampler = "SamplerComparisonState s";
          else
            RDCERR("Unsupported sampler type %d in sample operation", decl.samplerMode);
        }
        if(decl.dim == RESOURCE_DIMENSION_BUFFER && op.operation == OPCODE_LD &&
           decl.declaration == OPCODE_DCL_RESOURCE && decl.operand.type == TYPE_RESOURCE &&
           decl.operand.indices.size() == 1 && decl.operand.indices[0] == op.operands[2].indices[0])
        {
          resourceDim = decl.dim;

          uint32_t resIndex = (uint32_t)decl.operand.indices[0].index;

          byte *data = &global.srvs[resIndex].data[0];
          uint32_t offset = global.srvs[resIndex].firstElement;
          uint32_t numElems = global.srvs[resIndex].numElements;

          GlobalState::ViewFmt fmt = global.srvs[resIndex].format;

          data += fmt.Stride() * offset;

          ShaderVariable result;

          {
            result = ShaderVariable("", 0.0f, 0.0f, 0.0f, 0.0f);

            if(srcOpers[0].value.uv[0] < numElems)
            {
              byte *d = data + srcOpers[0].value.uv[0] * fmt.Stride();

              if(fmt.byteWidth == 10)
              {
                uint32_t u = *((uint32_t *)d);

                if(fmt.fmt == CompType::UInt)
                {
                  result.value.u.x = (u >> 0) & 0x3ff;
                  result.value.u.y = (u >> 10) & 0x3ff;
                  result.value.u.z = (u >> 20) & 0x3ff;
                  result.value.u.w = (u >> 30) & 0x003;
                }
                else if(fmt.fmt == CompType::UNorm)
                {
                  Vec4f res = ConvertFromR10G10B10A2(u);
                  result.value.f.x = res.x;
                  result.value.f.y = res.y;
                  result.value.f.z = res.z;
                  result.value.f.w = res.w;
                }
                else
                {
                  RDCERR("Unexpected format type on buffer resource");
                }
              }
              else if(fmt.byteWidth == 11)
              {
                uint32_t *u = (uint32_t *)d;

                Vec3f res = ConvertFromR11G11B10(*u);
                result.value.f.x = res.x;
                result.value.f.y = res.y;
                result.value.f.z = res.z;
                result.value.f.w = 1.0f;
              }
              else if(fmt.byteWidth == 4)
              {
                uint32_t *u = (uint32_t *)d;

                for(int c = 0; c < fmt.numComps; c++)
                  result.value.uv[c] = u[c];
              }
              else if(fmt.byteWidth == 2)
              {
                if(fmt.fmt == CompType::Float)
                {
                  uint16_t *u = (uint16_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.fv[c] = ConvertFromHalf(u[c]);
                }
                else if(fmt.fmt == CompType::UInt)
                {
                  uint16_t *u = (uint16_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.uv[c] = u[c];
                }
                else if(fmt.fmt == CompType::SInt)
                {
                  int16_t *in = (int16_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.iv[c] = in[c];
                }
                else if(fmt.fmt == CompType::UNorm)
                {
                  uint16_t *u = (uint16_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.fv[c] = float(u[c]) / float(0xffff);
                }
                else if(fmt.fmt == CompType::SNorm)
                {
                  int16_t *in = (int16_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                  {
                    // -32768 is mapped to -1, then -32767 to -32767 are mapped to -1 to 1
                    if(in[c] == -32768)
                      result.value.fv[c] = -1.0f;
                    else
                      result.value.fv[c] = float(in[c]) / 32767.0f;
                  }
                }
                else
                {
                  RDCERR("Unexpected format type on buffer resource");
                }
              }
              else if(fmt.byteWidth == 1)
              {
                if(fmt.fmt == CompType::UInt)
                {
                  uint8_t *u = (uint8_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.uv[c] = u[c];
                }
                else if(fmt.fmt == CompType::SInt)
                {
                  int8_t *in = (int8_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.iv[c] = in[c];
                }
                else if(fmt.fmt == CompType::UNorm)
                {
                  uint8_t *u = (uint8_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                    result.value.fv[c] = float(u[c]) / float(0xff);
                }
                else if(fmt.fmt == CompType::SNorm)
                {
                  int8_t *in = (int8_t *)d;

                  for(int c = 0; c < fmt.numComps; c++)
                  {
                    // -128 is mapped to -1, then -127 to -127 are mapped to -1 to 1
                    if(in[c] == -128)
                      result.value.fv[c] = -1.0f;
                    else
                      result.value.fv[c] = float(in[c]) / 127.0f;
                  }
                }
                else
                {
                  RDCERR("Unexpected format type on buffer resource");
                }
              }

              if(fmt.reversed)
                result = ShaderVariable("", result.value.uv[0], result.value.uv[1],
                                        result.value.uv[2], result.value.uv[3]);
            }
          }

          ShaderVariable fetch("", 0U, 0U, 0U, 0U);

          for(int c = 0; c < 4; c++)
          {
            uint8_t comp = op.operands[2].comps[c];
            if(op.operands[2].comps[c] == 0xff)
              comp = 0;

            fetch.value.uv[c] = result.value.uv[comp];
          }

          // if we are assigning into a scalar, SetDst expects the result to be in .x (as normally
          // we are assigning FROM a scalar also).
          // to match this expectation, propogate the component across.
          if(op.operands[0].comps[0] != 0xff && op.operands[0].comps[1] == 0xff &&
             op.operands[0].comps[2] == 0xff && op.operands[0].comps[3] == 0xff)
            fetch.value.uv[0] = fetch.value.uv[op.operands[0].comps[0]];

          s.SetDst(op.operands[0], op, fetch);

          return s;
        }
        if(decl.declaration == OPCODE_DCL_RESOURCE && decl.operand.type == TYPE_RESOURCE &&
           decl.operand.indices.size() == 1 && decl.operand.indices[0] == op.operands[2].indices[0])
        {
          resourceDim = decl.dim;

          if(decl.dim == RESOURCE_DIMENSION_TEXTURE1D)
          {
            texture = "Texture1D";
            texdim = 1;
            offsdim = 1;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURE2D)
          {
            texture = "Texture2D";
            texdim = 2;
            offsdim = 2;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURE2DMS)
          {
            texture = "Texture2DMS";
            texdim = 2;
            offsdim = 2;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURE3D)
          {
            texture = "Texture3D";
            texdim = 3;
            offsdim = 3;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURECUBE)
          {
            texture = "TextureCube";
            texdim = 3;
            offsdim = 3;
            useOffsets = false;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURE1DARRAY)
          {
            texture = "Texture1DArray";
            texdim = 2;
            offsdim = 1;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURE2DARRAY)
          {
            texture = "Texture2DArray";
            texdim = 3;
            offsdim = 2;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURE2DMSARRAY)
          {
            texture = "Texture2DMSArray";
            texdim = 3;
            offsdim = 2;
          }
          else if(decl.dim == RESOURCE_DIMENSION_TEXTURECUBEARRAY)
          {
            texture = "TextureCubeArray";
            texdim = 4;
            offsdim = 3;
            useOffsets = false;
          }
          else
          {
            RDCERR("Unsupported resource type %d in sample operation", decl.dim);
          }

          // doesn't seem like these are ever less than four components, even if the texture is
          // declared <float3> for example.
          // shouldn't matter though is it just comes out in the wash.
          RDCASSERT(decl.resType[0] == decl.resType[1] && decl.resType[1] == decl.resType[2] &&
                    decl.resType[2] == decl.resType[3]);
          RDCASSERT(decl.resType[0] != RETURN_TYPE_CONTINUED &&
                    decl.resType[0] != RETURN_TYPE_UNUSED && decl.resType[0] != RETURN_TYPE_MIXED &&
                    decl.resType[0] >= 0 && decl.resType[0] < NUM_RETURN_TYPES);

          char *typeStr[NUM_RETURN_TYPES] = {
              "",    // enum starts at ==1
              "unorm float",
              "snorm float",
              "int",
              "uint",
              "float",
              "__",    // RETURN_TYPE_MIXED
              "double",
              "__",    // RETURN_TYPE_CONTINUED
              "__",    // RETURN_TYPE_UNUSED
          };

          // obviously these may be overly optimistic in some cases
          // but since we don't know at debug time what the source texture format is
          // we just use the fattest one necessary. There's no harm in retrieving at
          // higher precision
          DXGI_FORMAT fmts[NUM_RETURN_TYPES] = {
              DXGI_FORMAT_UNKNOWN,    // enum starts at ==1
              DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT,
              DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT,
              DXGI_FORMAT_R32G32B32A32_FLOAT,
              DXGI_FORMAT_UNKNOWN,    // RETURN_TYPE_MIXED

              // should maybe be double, but there is no double texture format anyway!
              // spec is unclear but I presume reads are done at most at float
              // precision anyway since that's the source, and converted to doubles.
              DXGI_FORMAT_R32G32B32A32_FLOAT,

              DXGI_FORMAT_UNKNOWN,    // RETURN_TYPE_CONTINUED
              DXGI_FORMAT_UNKNOWN,    // RETURN_TYPE_UNUSED
          };

          char buf[64] = {0};
          StringFormat::snprintf(buf, 63, "%s4", typeStr[decl.resType[0]]);

          if(retFmt == DXGI_FORMAT_UNKNOWN)
          {
            funcRet = buf;

            retFmt = fmts[decl.resType[0]];
          }

          if(decl.dim == RESOURCE_DIMENSION_TEXTURE2DMS ||
             decl.dim == RESOURCE_DIMENSION_TEXTURE2DMSARRAY)
          {
            if(decl.sampleCount > 0)
              StringFormat::snprintf(buf, 63, "%s4, %d", typeStr[decl.resType[0]], decl.sampleCount);
          }

          texture += "<";
          texture += buf;
          texture += "> t";
        }
      }

      // for lod operation, it's only defined for certain resources - otherwise just returns 0
      if(op.operation == OPCODE_LOD && resourceDim != RESOURCE_DIMENSION_TEXTURE1D &&
         resourceDim != RESOURCE_DIMENSION_TEXTURE1DARRAY &&
         resourceDim != RESOURCE_DIMENSION_TEXTURE2D &&
         resourceDim != RESOURCE_DIMENSION_TEXTURE2DARRAY &&
         resourceDim != RESOURCE_DIMENSION_TEXTURE3D && resourceDim != RESOURCE_DIMENSION_TEXTURECUBE)
      {
        ShaderVariable invalidResult("tex", 0.0f, 0.0f, 0.0f, 0.0f);

        s.SetDst(op.operands[0], op, invalidResult);
        break;
      }

      string sampleProgram;

      char buf[256] = {0};
      char buf2[256] = {0};
      char buf3[256] = {0};

      ShaderVariable ddxCalc;
      ShaderVariable ddyCalc;

      // these ops need DDX/DDY
      if(op.operation == OPCODE_SAMPLE || op.operation == OPCODE_SAMPLE_B ||
         op.operation == OPCODE_SAMPLE_C || op.operation == OPCODE_LOD)
      {
        if(quad == NULL)
        {
          RDCERR(
              "Attempt to use derivative instruction not in pixel shader. Undefined results will "
              "occur!");
        }
        else
        {
          // texture samples use coarse derivatives
          ddxCalc = s.DDX(false, quad, op.operands[1], op);
          ddyCalc = s.DDY(false, quad, op.operands[1], op);
        }
      }
      else if(op.operation == OPCODE_SAMPLE_D)
      {
        ddxCalc = srcOpers[3];
        ddyCalc = srcOpers[4];
      }

      // serious printf abuse below!

      char *formats[4][2] = {
          {"float(%.10f)", "int(%d)"},
          {"float2(%.10f, %.10f)", "int2(%d, %d)"},
          {"float3(%.10f, %.10f, %.10f)", "int3(%d, %d, %d)"},
          {"float4(%.10f, %.10f, %.10f, %.10f)", "int4(%d, %d, %d, %d)"},
      };

      int texcoordType = 0;
      int ddxType = 0;
      int ddyType = 0;

      int texdimOffs = 0;

      if(op.operation == OPCODE_SAMPLE || op.operation == OPCODE_SAMPLE_L ||
         op.operation == OPCODE_SAMPLE_B || op.operation == OPCODE_SAMPLE_D ||
         op.operation == OPCODE_SAMPLE_C || op.operation == OPCODE_SAMPLE_C_LZ ||
         op.operation == OPCODE_GATHER4 || op.operation == OPCODE_GATHER4_C ||
         op.operation == OPCODE_GATHER4_PO || op.operation == OPCODE_GATHER4_PO_C ||
         op.operation == OPCODE_LOD)
      {
        // all floats
        texcoordType = ddxType = ddyType = 0;
      }
      else if(op.operation == OPCODE_LD)
      {
        // int address, one larger than texdim (to account for mip/slice parameter)
        texdimOffs = 1;
        texcoordType = 1;

        if(texdim == 4)
        {
          RDCERR("Unexpectedly large texture in load operation");
        }
      }
      else if(op.operation == OPCODE_LD_MS)
      {
        texcoordType = 1;

        if(texdim == 4)
        {
          RDCERR("Unexpectedly large texture in load operation");
        }
      }

      ShaderVariable uv = srcOpers[0];

      for(uint32_t i = 0; i < ddxCalc.columns; i++)
      {
        if(ddxType == 0 && (_isnan(ddxCalc.value.fv[i]) || !_finite(ddxCalc.value.fv[i])))
        {
          RDCWARN("NaN or Inf in texlookup");
          ddxCalc.value.fv[i] = 0.0f;

          device->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
                                  MessageSource::RuntimeWarning,
                                  StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
                                                    "texture lookup ddx - using 0.0 instead",
                                                    s.nextInstruction - 1, op.str.c_str()));
        }
        if(ddyType == 0 && (_isnan(ddyCalc.value.fv[i]) || !_finite(ddyCalc.value.fv[i])))
        {
          RDCWARN("NaN or Inf in texlookup");
          ddyCalc.value.fv[i] = 0.0f;

          device->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
                                  MessageSource::RuntimeWarning,
                                  StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
                                                    "texture lookup ddy - using 0.0 instead",
                                                    s.nextInstruction - 1, op.str.c_str()));
        }
      }

      for(uint32_t i = 0; i < uv.columns; i++)
      {
        if(texcoordType == 0 && (_isnan(uv.value.fv[i]) || !_finite(uv.value.fv[i])))
        {
          RDCWARN("NaN or Inf in texlookup");
          uv.value.fv[i] = 0.0f;

          device->AddDebugMessage(MessageCategory::Shaders, MessageSeverity::High,
                                  MessageSource::RuntimeWarning,
                                  StringFormat::Fmt("Shader debugging %d: %s\nNaN or Inf found in "
                                                    "texture lookup uv - using 0.0 instead",
                                                    s.nextInstruction - 1, op.str.c_str()));
        }
      }

      // because of unions in .value we can pass the float versions and printf will interpret it as
      // the right type according to formats
      if(texcoordType == 0)
        StringFormat::snprintf(buf, 255, formats[texdim + texdimOffs - 1][texcoordType],
                               uv.value.f.x, uv.value.f.y, uv.value.f.z, uv.value.f.w);
      else
        StringFormat::snprintf(buf, 255, formats[texdim + texdimOffs - 1][texcoordType],
                               uv.value.i.x, uv.value.i.y, uv.value.i.z, uv.value.i.w);

      if(ddxType == 0)
        StringFormat::snprintf(buf2, 255, formats[offsdim + texdimOffs - 1][ddxType],
                               ddxCalc.value.f.x, ddxCalc.value.f.y, ddxCalc.value.f.z,
                               ddxCalc.value.f.w);
      else
        StringFormat::snprintf(buf2, 255, formats[offsdim + texdimOffs - 1][ddxType],
                               ddxCalc.value.i.x, ddxCalc.value.i.y, ddxCalc.value.i.z,
                               ddxCalc.value.i.w);

      if(ddyType == 0)
        StringFormat::snprintf(buf3, 255, formats[offsdim + texdimOffs - 1][ddyType],
                               ddyCalc.value.f.x, ddyCalc.value.f.y, ddyCalc.value.f.z,
                               ddyCalc.value.f.w);
      else
        StringFormat::snprintf(buf3, 255, formats[offsdim + texdimOffs - 1][ddyType],
                               ddyCalc.value.i.x, ddyCalc.value.i.y, ddyCalc.value.i.z,
                               ddyCalc.value.i.w);

      string texcoords = buf;
      string ddx = buf2;
      string ddy = buf3;

      if(op.operation == OPCODE_LD_MS)
      {
        StringFormat::snprintf(buf, 255, formats[0][1], srcOpers[2].value.i.x);
      }

      string sampleIdx = buf;

      string offsets = "";

      if(useOffsets)
      {
        if(offsdim == 1)
          StringFormat::snprintf(buf, 255, ", int(%d)", op.texelOffset[0]);
        if(offsdim == 2)
          StringFormat::snprintf(buf, 255, ", int2(%d, %d)", op.texelOffset[0], op.texelOffset[1]);
        if(offsdim == 3)
          StringFormat::snprintf(buf, 255, ", int3(%d, %d, %d)", op.texelOffset[0],
                                 op.texelOffset[1], op.texelOffset[2]);
        // texdim == 4 is cube arrays, no offset supported

        offsets = buf;
      }

      string swizzle = ".";

      char elems[] = "xyzw";

      for(int i = 0; i < 4; i++)
      {
        if(op.operands[2].comps[i] == 0xff)
          swizzle += "x";
        else
          swizzle += elems[op.operands[2].comps[i]];
      }

      const char *channel = "";
      if(op.operation == OPCODE_GATHER4 || op.operation == OPCODE_GATHER4_C ||
         op.operation == OPCODE_GATHER4_PO || op.operation == OPCODE_GATHER4_PO_C)
      {
        switch(op.operands[3].comps[0])
        {
          case 0: channel = "Red"; break;
          case 1: channel = "Green"; break;
          case 2: channel = "Blue"; break;
          case 3: channel = "Alpha"; break;
        }
      }

      string vsProgram = "float4 main(uint id : SV_VertexID) : SV_Position {\n";
      vsProgram += "return float4((id == 2) ? 3.0f : -1.0f, (id == 0) ? -3.0f : 1.0f, 0.5, 1.0);\n";
      vsProgram += "}";

      UINT texSlot = (UINT)op.operands[2].indices[0].index;
      UINT sampSlot = 0;

      for(size_t i = 0; i < op.operands.size(); i++)
      {
        const ASMOperand &operand = op.operands[i];
        if(operand.type == OperandType::TYPE_SAMPLER)
          sampSlot = (UINT)operand.indices[0].index;
      }

      if(op.operation == OPCODE_SAMPLE || op.operation == OPCODE_SAMPLE_B ||
         op.operation == OPCODE_SAMPLE_D)
      {
        sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram +=
            "t.SampleGrad(s, " + texcoords + ", " + ddx + ", " + ddy + offsets + ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }
      else if(op.operation == OPCODE_SAMPLE_L)
      {
        // lod selection
        StringFormat::snprintf(buf, 255, "%.10f", srcOpers[3].value.f.x);

        sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram +=
            "t.SampleLevel(s, " + texcoords + ", " + buf + offsets + ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }
      else if(op.operation == OPCODE_SAMPLE_C || op.operation == OPCODE_LOD)
      {
        // these operations need derivatives but have no hlsl function to call to provide them, so
        // we fake it in the vertex shader

        string uvDim = "1";
        uvDim[0] += char(texdim + texdimOffs - 1);

        vsProgram = "void main(uint id : SV_VertexID, out float4 pos : SV_Position, out float" +
                    uvDim + " uv : uvs) {\n";

        StringFormat::snprintf(
            buf, 255, formats[texdim + texdimOffs - 1][texcoordType],
            uv.value.f.x + ddyCalc.value.f.x * 2.0f, uv.value.f.y + ddyCalc.value.f.y * 2.0f,
            uv.value.f.z + ddyCalc.value.f.z * 2.0f, uv.value.f.w + ddyCalc.value.f.w * 2.0f);

        vsProgram += "if(id == 0) uv = " + string(buf) + ";\n";

        StringFormat::snprintf(buf, 255, formats[texdim + texdimOffs - 1][texcoordType],
                               uv.value.f.x, uv.value.f.y, uv.value.f.z, uv.value.f.w);

        vsProgram += "if(id == 1) uv = " + string(buf) + ";\n";

        StringFormat::snprintf(
            buf, 255, formats[texdim + texdimOffs - 1][texcoordType],
            uv.value.f.x + ddxCalc.value.f.x * 2.0f, uv.value.f.y + ddxCalc.value.f.y * 2.0f,
            uv.value.f.z + ddxCalc.value.f.z * 2.0f, uv.value.f.w + ddxCalc.value.f.w * 2.0f);

        vsProgram += "if(id == 2) uv = " + string(buf) + ";\n";

        vsProgram +=
            "pos = float4((id == 2) ? 3.0f : -1.0f, (id == 0) ? -3.0f : 1.0f, 0.5, 1.0);\n";
        vsProgram += "}";

        if(op.operation == OPCODE_SAMPLE_C)
        {
          // comparison value
          StringFormat::snprintf(buf, 255, "%.10f", srcOpers[3].value.f.x);

          sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
          sampleProgram += funcRet + " main(float4 pos : SV_Position, float" + uvDim +
                           " uv : uvs) : SV_Target0\n{\n";
          sampleProgram +=
              "return t.SampleCmpLevelZero(s, uv, " + string(buf) + offsets + ").xxxx;";
          sampleProgram += "\n}\n";
        }
        else if(op.operation == OPCODE_LOD)
        {
          sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
          sampleProgram += funcRet + " main(float4 pos : SV_Position, float" + uvDim +
                           " uv : uvs) : SV_Target0\n{\n";
          sampleProgram +=
              "return float4(t.CalculateLevelOfDetail(s, uv), t.CalculateLevelOfDetailUnclamped(s, "
              "uv), 0.0f, 0.0f);";
          sampleProgram += "\n}\n";
        }
      }
      else if(op.operation == OPCODE_SAMPLE_C_LZ)
      {
        // comparison value
        StringFormat::snprintf(buf, 255, "%.10f", srcOpers[3].value.f.x);

        sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram +=
            "t.SampleCmpLevelZero(s, " + texcoords + ", " + buf + offsets + ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }
      else if(op.operation == OPCODE_LD)
      {
        sampleProgram = texture + " : register(t0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram += "t.Load(" + texcoords + offsets + ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }
      else if(op.operation == OPCODE_LD_MS)
      {
        sampleProgram = texture + " : register(t0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram += "t.Load(" + texcoords + ", " + sampleIdx + offsets + ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }
      else if(op.operation == OPCODE_GATHER4 || op.operation == OPCODE_GATHER4_PO)
      {
        sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram +=
            "t.Gather" + string(channel) + "(s, " + texcoords + offsets + ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }
      else if(op.operation == OPCODE_GATHER4_C || op.operation == OPCODE_GATHER4_PO_C)
      {
        // comparison value
        if(op.operation == OPCODE_GATHER4_C)
          StringFormat::snprintf(buf, 255, ", %.10f", srcOpers[3].value.f.x);
        else if(op.operation == OPCODE_GATHER4_PO_C)
          StringFormat::snprintf(buf, 255, ", %.10f", srcOpers[4].value.f.x);

        sampleProgram = texture + " : register(t0);\n" + sampler + " : register(s0);\n\n";
        sampleProgram += funcRet + " main() : SV_Target0\n{\nreturn ";
        sampleProgram += "t.GatherCmp" + string(channel) + "(s, " + texcoords + buf + offsets +
                         ")" + swizzle + ";";
        sampleProgram += "\n}\n";
      }

      ID3D11VertexShader *vs =
          device->GetShaderCache()->MakeVShader(vsProgram.c_str(), "main", "vs_5_0");
      ID3D11PixelShader *ps =
          device->GetShaderCache()->MakePShader(sampleProgram.c_str(), "main", "ps_5_0");

      ID3D11DeviceContext *context = NULL;

      device->GetImmediateContext(&context);

      // back up SRV/sampler on PS slot 0

      ID3D11ShaderResourceView *prevSRV = NULL;
      ID3D11SamplerState *prevSamp = NULL;

      context->PSGetShaderResources(0, 1, &prevSRV);
      context->PSGetSamplers(0, 1, &prevSamp);

      ID3D11ShaderResourceView *usedSRV = NULL;
      ID3D11SamplerState *usedSamp = NULL;

      // fetch SRV and sampler from the shader stage we're debugging that this opcode wants to
      // load from

      if(dxbc->m_Type == D3D11_ShaderType_Vertex)
        context->VSGetShaderResources(texSlot, 1, &usedSRV);
      else if(dxbc->m_Type == D3D11_ShaderType_Hull)
        context->HSGetShaderResources(texSlot, 1, &usedSRV);
      else if(dxbc->m_Type == D3D11_ShaderType_Domain)
        context->DSGetShaderResources(texSlot, 1, &usedSRV);
      else if(dxbc->m_Type == D3D11_ShaderType_Geometry)
        context->GSGetShaderResources(texSlot, 1, &usedSRV);
      else if(dxbc->m_Type == D3D11_ShaderType_Pixel)
        context->PSGetShaderResources(texSlot, 1, &usedSRV);
      else if(dxbc->m_Type == D3D11_ShaderType_Compute)
        context->CSGetShaderResources(texSlot, 1, &usedSRV);

      if(dxbc->m_Type == D3D11_ShaderType_Vertex)
        context->VSGetSamplers(sampSlot, 1, &usedSamp);
      else if(dxbc->m_Type == D3D11_ShaderType_Hull)
        context->HSGetSamplers(sampSlot, 1, &usedSamp);
      else if(dxbc->m_Type == D3D11_ShaderType_Domain)
        context->DSGetSamplers(sampSlot, 1, &usedSamp);
      else if(dxbc->m_Type == D3D11_ShaderType_Geometry)
        context->GSGetSamplers(sampSlot, 1, &usedSamp);
      else if(dxbc->m_Type == D3D11_ShaderType_Pixel)
        context->PSGetSamplers(sampSlot, 1, &usedSamp);
      else if(dxbc->m_Type == D3D11_ShaderType_Compute)
        context->CSGetSamplers(sampSlot, 1, &usedSamp);

      // set onto PS while we perform the sample
      context->PSSetShaderResources(0, 1, &usedSRV);
      context->PSSetSamplers(0, 1, &usedSamp);

      context->IASetInputLayout(NULL);
      context->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

      context->VSSetShader(vs, NULL, 0);
      context->PSSetShader(ps, NULL, 0);

      // for bias instruction we can't do a SampleGradBias, so add the bias into the sampler state.
      if(op.operation == OPCODE_SAMPLE_B)
      {
        ID3D11SamplerState *samp = NULL;

        context->PSGetSamplers((UINT)srcOpers[2].value.u.x, 1, &samp);

        RDCASSERT(samp);

        D3D11_SAMPLER_DESC desc;

        samp->GetDesc(&desc);

        SAFE_RELEASE(samp);

        desc.MipLODBias = RDCCLAMP(desc.MipLODBias + srcOpers[3].value.f.x, -15.99f, 15.99f);

        ID3D11SamplerState *replacementSamp = NULL;

        HRESULT hr = device->CreateSamplerState(&desc, &replacementSamp);

        if(FAILED(hr))
        {
          RDCERR("Failed to create new sampler state in debugging HRESULT: %s", ToStr(hr).c_str());
        }
        else
        {
          context->PSSetSamplers(0, 1, &replacementSamp);

          SAFE_RELEASE(replacementSamp);
        }
      }

      D3D11_VIEWPORT view = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
      context->RSSetViewports(1, &view);

      context->GSSetShader(NULL, NULL, 0);
      context->DSSetShader(NULL, NULL, 0);
      context->HSSetShader(NULL, NULL, 0);
      context->CSSetShader(NULL, NULL, 0);

      context->SOSetTargets(0, NULL, NULL);

      context->RSSetState(NULL);
      context->OMSetBlendState(NULL, NULL, (UINT)~0);
      context->OMSetDepthStencilState(NULL, 0);

      ID3D11RenderTargetView *rtv = NULL;

      ID3D11Texture2D *rtTex = NULL;
      ID3D11Texture2D *copyTex = NULL;

      D3D11_TEXTURE2D_DESC tdesc;

      RDCASSERT(retFmt != DXGI_FORMAT_UNKNOWN);

      tdesc.ArraySize = 1;
      tdesc.BindFlags = D3D11_BIND_RENDER_TARGET;
      tdesc.CPUAccessFlags = 0;
      tdesc.Format = retFmt;
      tdesc.Width = 1;
      tdesc.Height = 1;
      tdesc.MipLevels = 0;
      tdesc.MiscFlags = 0;
      tdesc.SampleDesc.Count = 1;
      tdesc.SampleDesc.Quality = 0;
      tdesc.Usage = D3D11_USAGE_DEFAULT;

      HRESULT hr = S_OK;

      hr = device->CreateTexture2D(&tdesc, NULL, &rtTex);

      if(FAILED(hr))
      {
        RDCERR("Failed to create RT tex HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      tdesc.BindFlags = 0;
      tdesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
      tdesc.Usage = D3D11_USAGE_STAGING;

      hr = device->CreateTexture2D(&tdesc, NULL, &copyTex);

      if(FAILED(hr))
      {
        RDCERR("Failed to create copy tex HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      D3D11_RENDER_TARGET_VIEW_DESC rtDesc;

      rtDesc.Format = retFmt;
      rtDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
      rtDesc.Texture2D.MipSlice = 0;

      hr = device->CreateRenderTargetView(rtTex, &rtDesc, &rtv);

      if(FAILED(hr))
      {
        RDCERR("Failed to create rt rtv HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      context->OMSetRenderTargetsAndUnorderedAccessViews(1, &rtv, NULL, 0, 0, NULL, NULL);
      context->Draw(3, 0);

      context->CopyResource(copyTex, rtTex);

      D3D11_MAPPED_SUBRESOURCE mapped;
      hr = context->Map(copyTex, 0, D3D11_MAP_READ, 0, &mapped);

      if(FAILED(hr))
      {
        RDCERR("Failed to map results HRESULT: %s", ToStr(hr).c_str());
        return s;
      }

      ShaderVariable lookupResult("tex", 0.0f, 0.0f, 0.0f, 0.0f);

      memcpy(lookupResult.value.iv, mapped.pData, sizeof(uint32_t) * 4);

      context->Unmap(copyTex, 0);

      SAFE_RELEASE(rtTex);
      SAFE_RELEASE(copyTex);
      SAFE_RELEASE(rtv);
      SAFE_RELEASE(vs);
      SAFE_RELEASE(ps);

      // restore whatever was on PS slot 0 before we messed with it

      context->PSSetShaderResources(0, 1, &prevSRV);
      context->PSSetSamplers(0, 1, &prevSamp);

      SAFE_RELEASE(context);

      SAFE_RELEASE(prevSRV);
      SAFE_RELEASE(prevSamp);

      SAFE_RELEASE(usedSRV);
      SAFE_RELEASE(usedSamp);

      // should be a better way of doing this
      if(op.operands[0].comps[1] == 0xff)
        lookupResult.value.iv[0] = lookupResult.value.iv[op.operands[0].comps[0]];

      s.SetDst(op.operands[0], op, lookupResult);
      break;
    }

    /////////////////////////////////////////////////////////////////////////////////////////////////////
    // Flow control

    case OPCODE_SWITCH:
    {
      uint32_t switchValue = GetSrc(op.operands[0], op).value.u.x;

      int depth = 0;

      uint32_t jumpLocation = 0;

      uint32_t search = s.nextInstruction;

      for(; search < (uint32_t)dxbc->GetNumInstructions(); search++)
      {
        const ASMOperation &nextOp = s.dxbc->GetInstruction((size_t)search);

        // track nested switch statements to ensure we don't accidentally pick the case from a
        // different switch
        if(nextOp.operation == OPCODE_SWITCH)
        {
          depth++;
        }
        else if(nextOp.operation == OPCODE_ENDSWITCH)
        {
          depth--;
        }
        else if(depth == 0)
        {
          // note the default: location as jumpLocation if we haven't found a matching
          // case yet. If we find one later, this will be overridden
          if(nextOp.operation == OPCODE_DEFAULT)
            jumpLocation = search;

          // reached end of our switch statement
          if(nextOp.operation == OPCODE_ENDSWITCH)
            break;

          if(nextOp.operation == OPCODE_CASE)
          {
            uint32_t caseValue = GetSrc(nextOp.operands[0], nextOp).value.u.x;

            // comparison is defined to be bitwise
            if(caseValue == switchValue)
            {
              // we've found our case, break out
              jumpLocation = search;
              break;
            }
          }
        }
      }

      // jumpLocation points to the case we're taking, either a matching case or default

      if(jumpLocation == 0)
      {
        RDCERR("Didn't find matching case or default: for switch(%u)!", switchValue);
      }
      else
      {
        // skip straight past any case or default labels as we don't want to step to them, we want
        // next instruction to point
        // at the next excutable instruction (which might be a break if we're doing nothing)
        for(; jumpLocation < (uint32_t)dxbc->GetNumInstructions(); jumpLocation++)
        {
          const ASMOperation &nextOp = s.dxbc->GetInstruction(jumpLocation);

          if(nextOp.operation != OPCODE_CASE && nextOp.operation != OPCODE_DEFAULT)
            break;
        }

        s.nextInstruction = jumpLocation;
      }

      break;
    }
    case OPCODE_CASE:
    case OPCODE_DEFAULT:
    case OPCODE_LOOP:
    case OPCODE_ENDSWITCH:
    case OPCODE_ENDIF:
      // do nothing. Basically just an anonymous label that is used elsewhere
      // (IF/ELSE/SWITCH/ENDLOOP/BREAK)
      break;
    case OPCODE_CONTINUE:
    case OPCODE_CONTINUEC:
    case OPCODE_ENDLOOP:
    {
      int depth = 0;

      int32_t test = op.operation == OPCODE_CONTINUEC ? GetSrc(op.operands[0], op).value.i.x : 0;

      if(op.operation == OPCODE_CONTINUE || op.operation == OPCODE_CONTINUEC)
        depth = 1;

      if((test == 0 && !op.nonzero) || (test != 0 && op.nonzero) ||
         op.operation == OPCODE_CONTINUE || op.operation == OPCODE_ENDLOOP)
      {
        // skip back one to the endloop that we're processing
        s.nextInstruction--;

        for(; s.nextInstruction >= 0; s.nextInstruction--)
        {
          if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDLOOP)
            depth++;
          if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_LOOP)
            depth--;

          if(depth == 0)
          {
            break;
          }
        }

        RDCASSERT(s.nextInstruction >= 0);
      }

      break;
    }
    case OPCODE_BREAK:
    case OPCODE_BREAKC:
    {
      int32_t test = op.operation == OPCODE_BREAKC ? GetSrc(op.operands[0], op).value.i.x : 0;

      if((test == 0 && !op.nonzero) || (test != 0 && op.nonzero) || op.operation == OPCODE_BREAK)
      {
        // break out (jump to next endloop/endswitch)
        int depth = 1;

        for(; s.nextInstruction < (int)dxbc->GetNumInstructions(); s.nextInstruction++)
        {
          if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_LOOP ||
             s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_SWITCH)
            depth++;
          if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDLOOP ||
             s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDSWITCH)
            depth--;

          if(depth == 0)
          {
            break;
          }
        }

        RDCASSERT(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDLOOP ||
                  s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDSWITCH);

        // don't want to process the endloop and jump again!
        s.nextInstruction++;
      }

      break;
    }
    case OPCODE_IF:
    {
      int32_t test = GetSrc(op.operands[0], op).value.i.x;

      if((test == 0 && !op.nonzero) || (test != 0 && op.nonzero))
      {
        // nothing, we go into the if.
      }
      else
      {
        // jump to after the next matching else/endif
        int depth = 0;

        // skip back one to the if that we're processing
        s.nextInstruction--;

        for(; s.nextInstruction < (int)dxbc->GetNumInstructions(); s.nextInstruction++)
        {
          if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_IF)
            depth++;
          // only step out on an else if it's the matching depth to our starting if (depth == 1)
          if(depth == 1 && s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ELSE)
            depth--;
          if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDIF)
            depth--;

          if(depth == 0)
          {
            break;
          }
        }

        RDCASSERT(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ELSE ||
                  s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDIF);

        // step to next instruction after the else/endif (processing an else would skip that block)
        s.nextInstruction++;
      }

      break;
    }
    case OPCODE_ELSE:
    {
      // if we hit an else then we've just processed the if() bracket and need to break out (jump to
      // next endif)
      int depth = 1;

      for(; s.nextInstruction < (int)dxbc->GetNumInstructions(); s.nextInstruction++)
      {
        if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_IF)
          depth++;
        if(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDIF)
          depth--;

        if(depth == 0)
        {
          break;
        }
      }

      RDCASSERT(s.dxbc->GetInstruction(s.nextInstruction).operation == OPCODE_ENDIF);

      // step to next instruction after the else/endif (for consistency with handling in the if
      // block)
      s.nextInstruction++;

      break;
    }
    case OPCODE_DISCARD:
    {
      int32_t test = GetSrc(op.operands[0], op).value.i.x;

      if((test != 0 && !op.nonzero) || (test == 0 && op.nonzero))
      {
        // don't discard
        break;
      }

      // discarding.
      s.done = true;
      break;
    }
    case OPCODE_RET:
    case OPCODE_RETC:
    {
      int32_t test = op.operation == OPCODE_RETC ? GetSrc(op.operands[0], op).value.i.x : 0;

      if((test == 0 && !op.nonzero) || (test != 0 && op.nonzero) || op.operation == OPCODE_RET)
      {
        // assumes not in a function call
        s.done = true;
      }
      break;
    }
    default:
    {
      RDCERR("Unsupported operation %d in assembly debugging", op.operation);
      break;
    }
  }

  return s;
}

};    // namespace ShaderDebug
