/* * vertex declaration implementation * * Copyright 2002-2005 Raphael Junqueira * Copyright 2004 Jason Edmeades * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl); /** * DirectX9 SDK download * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp * * Exploring D3DX * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp * * Using Vertex Shaders * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp * * Dx9 New * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp * * Dx9 Shaders * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp * * Dx9 D3DX * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp * * FVF * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp * * NVIDIA: DX8 Vertex Shader to NV Vertex Program * http://developer.nvidia.com/view.asp?IO=vstovp * * NVIDIA: Memory Management with VAR * http://developer.nvidia.com/view.asp?IO=var_memory_management */ /** Vertex Shader Declaration 8 data types tokens */ #define MAX_VSHADER_DECL_TYPES 8 static CONST char* VertexDecl8_DataTypes[] = { "D3DVSDT_FLOAT1", "D3DVSDT_FLOAT2", "D3DVSDT_FLOAT3", "D3DVSDT_FLOAT4", "D3DVSDT_D3DCOLOR", "D3DVSDT_UBYTE4", "D3DVSDT_SHORT2", "D3DVSDT_SHORT4", NULL }; static CONST char* VertexDecl8_Registers[] = { "D3DVSDE_POSITION", "D3DVSDE_BLENDWEIGHT", "D3DVSDE_BLENDINDICES", "D3DVSDE_NORMAL", "D3DVSDE_PSIZE", "D3DVSDE_DIFFUSE", "D3DVSDE_SPECULAR", "D3DVSDE_TEXCOORD0", "D3DVSDE_TEXCOORD1", "D3DVSDE_TEXCOORD2", "D3DVSDE_TEXCOORD3", "D3DVSDE_TEXCOORD4", "D3DVSDE_TEXCOORD5", "D3DVSDE_TEXCOORD6", "D3DVSDE_TEXCOORD7", "D3DVSDE_POSITION2", "D3DVSDE_NORMAL2", NULL }; typedef enum _D3DVSD_TOKENTYPE { D3DVSD_TOKEN_NOP = 0, D3DVSD_TOKEN_STREAM = 1, D3DVSD_TOKEN_STREAMDATA = 2, D3DVSD_TOKEN_TESSELLATOR = 3, D3DVSD_TOKEN_CONSTMEM = 4, D3DVSD_TOKEN_EXT = 5, /* RESERVED = 6 */ D3DVSD_TOKEN_END = 7, D3DVSD_FORCE_DWORD = 0x7FFFFFFF } D3DVSD_TOKENTYPE; typedef enum _D3DVSDE_REGISTER { D3DVSDE_POSITION = 0, D3DVSDE_BLENDWEIGHT = 1, D3DVSDE_BLENDINDICES = 2, D3DVSDE_NORMAL = 3, D3DVSDE_PSIZE = 4, D3DVSDE_DIFFUSE = 5, D3DVSDE_SPECULAR = 6, D3DVSDE_TEXCOORD0 = 7, D3DVSDE_TEXCOORD1 = 8, D3DVSDE_TEXCOORD2 = 9, D3DVSDE_TEXCOORD3 = 10, D3DVSDE_TEXCOORD4 = 11, D3DVSDE_TEXCOORD5 = 12, D3DVSDE_TEXCOORD6 = 13, D3DVSDE_TEXCOORD7 = 14, D3DVSDE_POSITION2 = 15, D3DVSDE_NORMAL2 = 16, MAX_D3DVSDE = 17 } D3DVSDE_REGISTER; typedef enum _D3DVSDT_TYPE { D3DVSDT_FLOAT1 = 0x00, D3DVSDT_FLOAT2 = 0x01, D3DVSDT_FLOAT3 = 0x02, D3DVSDT_FLOAT4 = 0x03, D3DVSDT_D3DCOLOR = 0x04, D3DVSDT_UBYTE4 = 0x05, D3DVSDT_SHORT2 = 0x06, D3DVSDT_SHORT4 = 0x07 } D3DVSDT_TYPE; #define D3DVSD_CONSTADDRESSSHIFT 0 #define D3DVSD_EXTINFOSHIFT 0 #define D3DVSD_STREAMNUMBERSHIFT 0 #define D3DVSD_VERTEXREGSHIFT 0 #define D3DVSD_CONSTRSSHIFT 16 #define D3DVSD_DATATYPESHIFT 16 #define D3DVSD_SKIPCOUNTSHIFT 16 #define D3DVSD_VERTEXREGINSHIFT 20 #define D3DVSD_EXTCOUNTSHIFT 24 #define D3DVSD_CONSTCOUNTSHIFT 25 #define D3DVSD_DATALOADTYPESHIFT 28 #define D3DVSD_STREAMTESSSHIFT 28 #define D3DVSD_TOKENTYPESHIFT 29 #define D3DVSD_CONSTADDRESSMASK (0x7F << D3DVSD_CONSTADDRESSSHIFT) #define D3DVSD_EXTINFOMASK (0xFFFFFF << D3DVSD_EXTINFOSHIFT) #define D3DVSD_STREAMNUMBERMASK (0xF << D3DVSD_STREAMNUMBERSHIFT) #define D3DVSD_VERTEXREGMASK (0x1F << D3DVSD_VERTEXREGSHIFT) #define D3DVSD_CONSTRSMASK (0x1FFF << D3DVSD_CONSTRSSHIFT) #define D3DVSD_DATATYPEMASK (0xF << D3DVSD_DATATYPESHIFT) #define D3DVSD_SKIPCOUNTMASK (0xF << D3DVSD_SKIPCOUNTSHIFT) #define D3DVSD_EXTCOUNTMASK (0x1F << D3DVSD_EXTCOUNTSHIFT) #define D3DVSD_VERTEXREGINMASK (0xF << D3DVSD_VERTEXREGINSHIFT) #define D3DVSD_CONSTCOUNTMASK (0xF << D3DVSD_CONSTCOUNTSHIFT) #define D3DVSD_DATALOADTYPEMASK (0x1 << D3DVSD_DATALOADTYPESHIFT) #define D3DVSD_STREAMTESSMASK (0x1 << D3DVSD_STREAMTESSSHIFT) #define D3DVSD_TOKENTYPEMASK (0x7 << D3DVSD_TOKENTYPESHIFT) #define D3DVSD_END() 0xFFFFFFFF #define D3DVSD_NOP() 0x00000000 static DWORD IWineD3DVertexDeclarationImpl_ParseToken8(const DWORD* pToken) { const DWORD token = *pToken; DWORD tokenlen = 1; switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */ case D3DVSD_TOKEN_NOP: TRACE(" 0x%08lx NOP()\n", token); break; case D3DVSD_TOKEN_STREAM: if (token & D3DVSD_STREAMTESSMASK) { TRACE(" 0x%08lx STREAM_TESS()\n", token); } else { TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT)); } break; case D3DVSD_TOKEN_STREAMDATA: if (token & 0x10000000) { TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT)); } else { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexDecl8_Registers[reg], VertexDecl8_DataTypes[type]); } break; case D3DVSD_TOKEN_TESSELLATOR: if (token & 0x10000000) { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexDecl8_Registers[reg], VertexDecl8_DataTypes[type]); } else { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT); TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexDecl8_Registers[regin], VertexDecl8_Registers[regout], VertexDecl8_DataTypes[type]); } break; case D3DVSD_TOKEN_CONSTMEM: { DWORD i; DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT); TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count); ++pToken; for (i = 0; i < count; ++i) { #if 0 TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n", constaddress, *pToken, *(pToken + 1), *(pToken + 2), *(pToken + 3)); #endif TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n", constaddress, *(const float*) pToken, *(const float*) (pToken + 1), *(const float*) (pToken + 2), *(const float*) (pToken + 3)); pToken += 4; ++constaddress; } tokenlen = (4 * count) + 1; } break; case D3DVSD_TOKEN_EXT: { DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT); DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT); TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo); /* todo ... print extension */ tokenlen = count + 1; } break; case D3DVSD_TOKEN_END: TRACE(" 0x%08lx END()\n", token); break; default: TRACE(" 0x%08lx UNKNOWN\n", token); /* argg error */ } return tokenlen; } /* structure used by the d3d8 to d3d9 conversion lookup table */ typedef struct _Decl8to9Lookup { int usage; int usageIndex; } Decl8to9Lookup; static HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DVertexDeclaration *iface, const DWORD *pDecl) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; #define MAKE_LOOKUP(_reg,_usage,_usageindex) decl8to9Lookup[_reg].usage = _usage; \ decl8to9Lookup[_reg].usageIndex = _usageindex; const DWORD* pToken = pDecl; DWORD len = 0; DWORD stream = 0; DWORD token; DWORD tokenlen; DWORD tokentype; DWORD nTokens = 0; D3DVERTEXELEMENT9 convTo9[128]; /* TODO: find out where rhw (or positionT) is for declaration8 */ Decl8to9Lookup decl8to9Lookup[MAX_D3DVSDE]; MAKE_LOOKUP(D3DVSDE_POSITION, D3DDECLUSAGE_POSITION, 0); MAKE_LOOKUP(D3DVSDE_POSITION2, D3DDECLUSAGE_POSITION, 1); MAKE_LOOKUP(D3DVSDE_BLENDWEIGHT, D3DDECLUSAGE_BLENDWEIGHT, 0); MAKE_LOOKUP(D3DVSDE_BLENDINDICES, D3DDECLUSAGE_BLENDWEIGHT, 0); MAKE_LOOKUP(D3DVSDE_NORMAL, D3DDECLUSAGE_NORMAL, 0); MAKE_LOOKUP(D3DVSDE_NORMAL2, D3DDECLUSAGE_NORMAL, 1); MAKE_LOOKUP(D3DVSDE_DIFFUSE, D3DDECLUSAGE_COLOR, 0); MAKE_LOOKUP(D3DVSDE_SPECULAR, D3DDECLUSAGE_COLOR, 1); MAKE_LOOKUP(D3DVSDE_TEXCOORD0, D3DDECLUSAGE_BLENDWEIGHT, 0); MAKE_LOOKUP(D3DVSDE_TEXCOORD1, D3DDECLUSAGE_BLENDWEIGHT, 1); MAKE_LOOKUP(D3DVSDE_TEXCOORD2, D3DDECLUSAGE_BLENDWEIGHT, 2); MAKE_LOOKUP(D3DVSDE_TEXCOORD3, D3DDECLUSAGE_BLENDWEIGHT, 3); MAKE_LOOKUP(D3DVSDE_TEXCOORD4, D3DDECLUSAGE_BLENDWEIGHT, 4); MAKE_LOOKUP(D3DVSDE_TEXCOORD5, D3DDECLUSAGE_BLENDWEIGHT, 5); MAKE_LOOKUP(D3DVSDE_TEXCOORD6, D3DDECLUSAGE_BLENDWEIGHT, 6); MAKE_LOOKUP(D3DVSDE_TEXCOORD7, D3DDECLUSAGE_BLENDWEIGHT, 7); #undef MAKE_LOOKUP TRACE("(%p) : pDecl(%p)\n", This, pDecl); /* Convert from a directx* declaration into a directx9 one, so we only have to deal with one type of declaration everywhere else */ while (D3DVSD_END() != *pToken) { token = *pToken; tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken); tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) { /** * how really works streams, * in DolphinVS dx8 dsk sample they seems to decal reg numbers !!! */ stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT); } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) { DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); convTo9[nTokens].Stream = stream; convTo9[nTokens].Method = D3DDECLMETHOD_DEFAULT; convTo9[nTokens].Usage = decl8to9Lookup[reg].usage; convTo9[nTokens].UsageIndex = decl8to9Lookup[reg].usageIndex; convTo9[nTokens].Type = type; ++nTokens; }/* TODO: Constants. */ len += tokenlen; pToken += tokenlen; } /* here D3DVSD_END() */ len += IWineD3DVertexDeclarationImpl_ParseToken8(pToken); convTo9[nTokens].Stream = 0xFF; convTo9[nTokens].Type = D3DDECLTYPE_UNUSED; /* compute size */ This->declaration8Length = len * sizeof(DWORD); /* copy the declaration */ This->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->declaration8Length); memcpy(This->pDeclaration8, pDecl, This->declaration8Length); /* compute convTo9 size */ This->declaration9NumElements = nTokens; /* copy the convTo9 declaration */ This->pDeclaration9 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nTokens * sizeof(D3DVERTEXELEMENT9)); memcpy(This->pDeclaration9, convTo9, nTokens * sizeof(D3DVERTEXELEMENT9)); #if 0 /* TODO: This looks like overkill so I've removed it. */ { D3DVERTEXELEMENT9* pIt = This->pDeclaration9; TRACE("dumping of D3D9 Conversion:\n"); while (0xFF != pIt->Stream) { IWineD3DVertexDeclarationImpl_ParseToken9(pIt); ++pIt; } IWineD3DVertexDeclarationImpl_ParseToken9(pIt); } #endif /* returns */ return D3D_OK; } static HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration9(IWineD3DVertexDeclaration* iface, const D3DVERTEXELEMENT9* pDecl) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; const D3DVERTEXELEMENT9* pToken = pDecl; TRACE("(%p) : pDecl(%p)\n", This, pDecl); This->declaration9NumElements = 1; for(pToken = pDecl;0xFF != pToken->Stream && This->declaration9NumElements < 128 ; pToken++) This->declaration9NumElements++; if (This->declaration9NumElements == 128) { FIXME("?(%p) Error parsing vertex declaration\n", This); return D3DERR_INVALIDCALL; } /* copy the declaration */ This->pDeclaration9 = HeapAlloc(GetProcessHeap(), 0, This->declaration9NumElements * sizeof(D3DVERTEXELEMENT9)); memcpy(This->pDeclaration9, pDecl, This->declaration9NumElements * sizeof(D3DVERTEXELEMENT9)); return D3D_OK; } /* ******************************************* IWineD3DVertexDeclaration IUnknown parts follow ******************************************* */ HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){ IUnknown_AddRef(iface); *ppobj = This; return D3D_OK; } return E_NOINTERFACE; } ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref); return InterlockedIncrement(&This->ref); } ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %ld\n", This, This->ref); ref = InterlockedDecrement(&This->ref); if (ref == 0) { HeapFree(GetProcessHeap(), 0, This->pDeclaration8); HeapFree(GetProcessHeap(), 0, This->pDeclaration9); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* ******************************************* IWineD3DVertexDeclaration parts follow ******************************************* */ HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; *parent= (IUnknown*) parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); return D3D_OK; } HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; TRACE("(%p) : returning %p\n", This, This->wineD3DDevice); *ppDevice = (IWineD3DDevice *) This->wineD3DDevice; IWineD3DDevice_AddRef(*ppDevice); return D3D_OK; } static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration8(IWineD3DVertexDeclaration* iface, DWORD* pData, DWORD* pSizeOfData) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; if (NULL == pData) { *pSizeOfData = This->declaration8Length; return D3D_OK; } /* The Incredibles and Teenage Mutant Ninja Turtles require this in d3d9 for NumElements == 0, TODO: this needs to be tested against windows */ if(*pSizeOfData == 0) { TRACE("(%p) : Requested the vertex declaration without specefying the size of the return buffer\n", This); *pSizeOfData = This->declaration8Length; memcpy(pData, This->pDeclaration8, This->declaration8Length); return D3D_OK; } if (*pSizeOfData < This->declaration8Length) { FIXME("(%p) : Returning D3DERR_MOREDATA numElements %ld expected %ld\n", iface, *pSizeOfData, This->declaration8Length); *pSizeOfData = This->declaration8Length; return D3DERR_MOREDATA; } TRACE("(%p) : GetVertexDeclaration8 copying to %p\n", This, pData); memcpy(pData, This->pDeclaration8, This->declaration8Length); return D3D_OK; } HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration9(IWineD3DVertexDeclaration* iface, D3DVERTEXELEMENT9* pData, DWORD* pNumElements) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; if (NULL == pData) { *pNumElements = This->declaration9NumElements; TRACE("(%p) : Returning numElements %ld\n", iface, *pNumElements); return D3D_OK; } /* The Incredibles and Teenage Mutant Ninja Turtles require this for NumElements == 0, TODO: this needs to be tested against windows */ if(*pNumElements == 0) { TRACE("(%p) : Requested the vertex declaration without specefying the size of the return buffer\n", This); *pNumElements = This->declaration9NumElements; memcpy(pData, This->pDeclaration9, *pNumElements * sizeof(*pData)); return D3D_OK; } /* just in case there's a similar problem to The Incredibles and Teenage Mutant Ninja Turtles without pNumElements = 0 */ if (*pNumElements < This->declaration9NumElements) { *pNumElements = This->declaration9NumElements; FIXME("(%p) : Returning D3DERR_MOREDATA numElements %ld expected %u\n", iface, *pNumElements, This->declaration9NumElements); memcpy(pData, This->pDeclaration9, *pNumElements * sizeof(*pData)); return D3DERR_MOREDATA; } TRACE("(%p) : GetVertexDeclaration9 copying to %p\n", This, pData); memcpy(pData, This->pDeclaration9, This->declaration9NumElements * sizeof(*pData)); return D3D_OK; } HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface, VOID *pData, DWORD *pSize) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; HRESULT hr = D3D_OK; TRACE("(%p) : d3d version %d r\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion); switch (((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion) { case 8: hr = IWineD3DVertexDeclarationImpl_GetDeclaration8(iface, (DWORD *)pData, pSize); break; case 9: hr = IWineD3DVertexDeclarationImpl_GetDeclaration9(iface, (D3DVERTEXELEMENT9 *)pData, pSize); break; default: FIXME("(%p) : Unsupport DirectX version %u\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion); break; } return hr; } HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface, VOID *pDecl) { IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; HRESULT hr = D3D_OK; TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion); switch (((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion) { case 8: TRACE("Parsing declatation 8\n"); hr = IWineD3DVertexDeclarationImpl_ParseDeclaration8(iface, (CONST DWORD *)pDecl); break; case 9: FIXME("Parsing declatation 9\n"); hr = IWineD3DVertexDeclarationImpl_ParseDeclaration9(iface, (CONST D3DVERTEXELEMENT9 *)pDecl); break; default: FIXME("(%p) : Unsupport DirectX version %u\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion); break; } TRACE("Returning\n"); return hr; } const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl = { /* IUnknown */ IWineD3DVertexDeclarationImpl_QueryInterface, IWineD3DVertexDeclarationImpl_AddRef, IWineD3DVertexDeclarationImpl_Release, /* IWineD3DVertexDeclaration */ IWineD3DVertexDeclarationImpl_GetParent, IWineD3DVertexDeclarationImpl_GetDevice, IWineD3DVertexDeclarationImpl_GetDeclaration, IWineD3DVertexDeclarationImpl_SetDeclaration };