Make the fixed function pipeline support multiple streams for created
[wine/dcerpc.git] / dlls / d3d8 / vshaderdeclaration.c
blobf39e156fd241e4e60b45ef79427de965b7edfd8f
1 /*
2 * vertex shaders declaration implementation
4 * Copyright 2002 Raphael Junqueira
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include "windef.h"
24 #include "winbase.h"
25 #include "winuser.h"
26 #include "wingdi.h"
27 #include "wine/debug.h"
29 #include <math.h>
31 #include "d3d8_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 /**
36 * DirectX9 SDK download
37 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
39 * Exploring D3DX
40 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
42 * Using Vertex Shaders
43 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
45 * Dx9 New
46 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
48 * Dx9 Shaders
49 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
50 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
51 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
52 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
54 * Dx9 D3DX
55 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
57 * FVF
58 * http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
60 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
61 * http://developer.nvidia.com/view.asp?IO=vstovp
63 * NVIDIA: Memory Management with VAR
64 * http://developer.nvidia.com/view.asp?IO=var_memory_management
67 /** Vertex Shader Declaration data types tokens */
68 #define MAX_VSHADER_DECL_TYPES 8
69 static CONST char* VertexShaderDeclDataTypes[] = {
70 "D3DVSDT_FLOAT1",
71 "D3DVSDT_FLOAT2",
72 "D3DVSDT_FLOAT3",
73 "D3DVSDT_FLOAT4",
74 "D3DVSDT_D3DCOLOR",
75 "D3DVSDT_UBYTE4",
76 "D3DVSDT_SHORT2",
77 "D3DVSDT_SHORT4",
78 NULL
81 static CONST char* VertexShaderDeclRegister[] = {
82 "D3DVSDE_POSITION",
83 "D3DVSDE_BLENDWEIGHT",
84 "D3DVSDE_BLENDINDICES",
85 "D3DVSDE_NORMAL",
86 "D3DVSDE_PSIZE",
87 "D3DVSDE_DIFFUSE",
88 "D3DVSDE_SPECULAR",
89 "D3DVSDE_TEXCOORD0",
90 "D3DVSDE_TEXCOORD1",
91 "D3DVSDE_TEXCOORD2",
92 "D3DVSDE_TEXCOORD3",
93 "D3DVSDE_TEXCOORD4",
94 "D3DVSDE_TEXCOORD5",
95 "D3DVSDE_TEXCOORD6",
96 "D3DVSDE_TEXCOORD7",
97 "D3DVSDE_POSITION2",
98 "D3DVSDE_NORMAL2",
99 NULL
102 /** todo check decl validity */
103 /*inline static*/ DWORD Direct3DVextexShaderDeclarationImpl_ParseToken(const DWORD* pToken) {
104 const DWORD token = *pToken;
105 DWORD tokenlen = 1;
107 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
108 case D3DVSD_TOKEN_NOP:
109 TRACE(" 0x%08lx NOP()\n", token);
110 break;
111 case D3DVSD_TOKEN_STREAM:
112 if (token & D3DVSD_STREAMTESSMASK) {
113 TRACE(" 0x%08lx STREAM_TESS()\n", token);
114 } else {
115 TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
117 break;
118 case D3DVSD_TOKEN_STREAMDATA:
119 if (token & 0x10000000) {
120 TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
121 } else {
122 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
123 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
124 TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
126 break;
127 case D3DVSD_TOKEN_TESSELLATOR:
128 if (token & 0x10000000) {
129 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
130 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
131 TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
132 } else {
133 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
134 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
135 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
136 TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
138 break;
139 case D3DVSD_TOKEN_CONSTMEM:
141 DWORD i;
142 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
143 DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
144 TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
145 ++pToken;
146 for (i = 0; i < count; ++i) {
147 #if 0
148 TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
149 constaddress,
150 *pToken,
151 *(pToken + 1),
152 *(pToken + 2),
153 *(pToken + 3));
154 #endif
155 TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
156 constaddress,
157 *(float*) pToken,
158 *(float*) (pToken + 1),
159 *(float*) (pToken + 2),
160 *(float*) (pToken + 3));
161 pToken += 4;
162 ++constaddress;
164 tokenlen = (4 * count) + 1;
166 break;
167 case D3DVSD_TOKEN_EXT:
169 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
170 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
171 TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
172 /* todo ... print extension */
173 tokenlen = count + 1;
175 break;
176 case D3DVSD_TOKEN_END:
177 TRACE(" 0x%08lx END()\n", token);
178 break;
179 default:
180 TRACE(" 0x%08lx UNKNOWN\n", token);
181 /* argg error */
183 return tokenlen;
186 HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl* This, CONST DWORD* pDeclaration8, IDirect3DVertexShaderDeclarationImpl** ppVertexShaderDecl) {
187 /** parser data */
188 const DWORD* pToken = pDeclaration8;
189 DWORD fvf = 0;
190 DWORD len = 0;
191 DWORD stream = 0;
192 DWORD token;
193 DWORD tokenlen;
194 DWORD tokentype;
195 DWORD tex = D3DFVF_TEX0;
196 /** TRUE if declaration can be matched by a fvf */
197 IDirect3DVertexShaderDeclarationImpl* object;
198 BOOL invalid_fvf = FALSE;
200 TRACE("(%p) : pDeclaration8(%p)\n", This, pDeclaration8);
202 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl));
203 /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
204 object->device = This; /* FIXME: AddRef(This) */
205 object->ref = 1;
206 object->allFVF = 0;
208 while (D3DVSD_END() != *pToken) {
209 token = *pToken;
210 tokenlen = Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
211 tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
213 /** FVF generation block */
214 if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
215 /**
216 * how really works streams,
217 * in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
219 DWORD oldStream = stream;
220 stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
222 /* copy fvf if valid */
223 if (FALSE == invalid_fvf) {
224 fvf |= tex << D3DFVF_TEXCOUNT_SHIFT;
225 tex = 0;
226 object->fvf[oldStream] = fvf;
227 object->allFVF |= fvf;
228 } else {
229 object->fvf[oldStream] = 0;
230 tex = 0;
233 /* reset valid/invalid fvf */
234 fvf = 0;
235 invalid_fvf = FALSE;
237 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
238 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
239 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
241 switch (reg) {
242 case D3DVSDE_POSITION:
243 switch (type) {
244 case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
245 case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
246 default:
247 /** errooooorr mismatched use of a register, invalid fvf computing */
248 invalid_fvf = TRUE;
249 if (type >= MAX_VSHADER_DECL_TYPES) {
250 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported and unrecognized type %08lx\n", type);
251 } else {
252 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
255 break;
257 case D3DVSDE_BLENDWEIGHT:
258 switch (type) {
259 case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
260 case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
261 case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
262 case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
263 default:
264 /** errooooorr mismatched use of a register, invalid fvf computing */
265 invalid_fvf = TRUE;
266 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
268 break;
270 case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
271 switch (type) {
272 case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
273 default:
274 /** errooooorr mismatched use of a register, invalid fvf computing */
275 invalid_fvf = TRUE;
276 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
278 break;
280 case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
281 switch (type) {
282 case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
283 default:
284 /** errooooorr mismatched use of a register, invalid fvf computing */
285 invalid_fvf = TRUE;
286 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
288 break;
290 case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
291 switch (type) {
292 case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
293 default:
294 /** errooooorr mismatched use of a register, invalid fvf computing */
295 invalid_fvf = TRUE;
296 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
298 break;
300 case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
301 switch (type) {
302 case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
303 default:
304 /** errooooorr mismatched use of a register, invalid fvf computing */
305 invalid_fvf = TRUE;
306 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
308 break;
310 case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
311 switch (type) {
312 case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
313 default:
314 /** errooooorr mismatched use of a register, invalid fvf computing */
315 invalid_fvf = TRUE;
316 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
318 break;
320 case D3DVSDE_TEXCOORD0:
321 case D3DVSDE_TEXCOORD1:
322 case D3DVSDE_TEXCOORD2:
323 case D3DVSDE_TEXCOORD3:
324 case D3DVSDE_TEXCOORD4:
325 case D3DVSDE_TEXCOORD5:
326 case D3DVSDE_TEXCOORD6:
327 case D3DVSDE_TEXCOORD7:
328 /* Fixme? - assume all tex coords in same stream */
330 int texNo = 1 + (reg - D3DVSDE_TEXCOORD0);
331 tex = max(tex, texNo);
332 switch (type) {
333 case D3DVSDT_FLOAT1: fvf |= D3DFVF_TEXCOORDSIZE1(texNo); break;
334 case D3DVSDT_FLOAT2: fvf |= D3DFVF_TEXCOORDSIZE2(texNo); break;
335 case D3DVSDT_FLOAT3: fvf |= D3DFVF_TEXCOORDSIZE3(texNo); break;
336 case D3DVSDT_FLOAT4: fvf |= D3DFVF_TEXCOORDSIZE4(texNo); break;
337 default:
338 /** errooooorr mismatched use of a register, invalid fvf computing */
339 invalid_fvf = TRUE;
340 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_TEXCOORD? register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
343 break;
345 case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
346 case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
347 TRACE("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
348 break;
350 TRACE("VertexShader declaration define %lx as current FVF\n", fvf);
352 len += tokenlen;
353 pToken += tokenlen;
355 /* here D3DVSD_END() */
356 len += Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
358 /* copy fvf if valid */
359 if (FALSE == invalid_fvf) {
360 fvf |= tex << D3DFVF_TEXCOUNT_SHIFT;
361 object->fvf[stream] = fvf;
362 object->allFVF |= fvf;
363 } else {
364 object->fvf[stream] = 0;
366 TRACE("Completed, allFVF = %lx\n", object->allFVF);
368 /* compute size */
369 object->declaration8Length = len * sizeof(DWORD);
370 /* copy the declaration */
371 object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length);
372 memcpy(object->pDeclaration8, pDeclaration8, object->declaration8Length);
373 /* returns */
374 *ppVertexShaderDecl = object;
375 return D3D_OK;
379 HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This,
380 IDirect3DVertexShaderImpl* vshader,
381 DWORD SkipnStrides) {
382 /** parser data */
383 const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
384 DWORD stream = 0;
385 DWORD token;
386 /*DWORD tokenlen;*/
387 DWORD tokentype;
388 /** for input readers */
389 const char* curPos = NULL;
390 FLOAT x, y, z, w;
391 SHORT u, v, r, t;
392 DWORD dw;
394 TRACE("(%p) - This:%p, skipstrides=%lu\n", vshader, This, SkipnStrides);
396 while (D3DVSD_END() != *pToken) {
397 token = *pToken;
398 tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
400 /** FVF generation block */
401 if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
402 IDirect3DVertexBuffer8* pVB;
403 int skip = 0;
405 ++pToken;
406 /**
407 * how really works streams,
408 * in DolphinVS dx8 dsk sample use it !!!
410 stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
411 skip = This->StateBlock->stream_stride[stream];
412 pVB = This->StateBlock->stream_source[stream];
414 if (NULL == pVB) {
415 ERR("using unitialised stream[%lu]\n", stream);
416 return D3DERR_INVALIDCALL;
417 } else {
418 if (This->StateBlock->streamIsUP == TRUE) {
419 curPos = ((char *) pVB) + (SkipnStrides * skip); /* Not really a VB */
420 } else {
421 curPos = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (SkipnStrides * skip);
424 TRACE(" using stream[%lu] with %p (%p + (Stride %d * skip %ld))\n", stream, curPos,
425 ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory, skip, SkipnStrides);
427 } else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
428 /** Const decl */
429 DWORD i;
430 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
431 DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
432 ++pToken;
433 for (i = 0; i < count; ++i) {
434 vshader->data->C[constaddress + i].x = *(float*)pToken;
435 vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
436 vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
437 vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
438 pToken += 4;
441 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
442 /** skip datas */
443 DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
444 curPos = curPos + skipCount * sizeof(DWORD);
445 ++pToken;
447 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
448 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
449 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
450 ++pToken;
452 switch (type) {
453 case D3DVSDT_FLOAT1:
454 x = *(float*) curPos;
455 curPos = curPos + sizeof(float);
456 /**/
457 vshader->input.V[reg].x = x;
458 vshader->input.V[reg].y = 0.0f;
459 vshader->input.V[reg].z = 0.0f;
460 vshader->input.V[reg].w = 1.0f;
461 break;
463 case D3DVSDT_FLOAT2:
464 x = *(float*) curPos;
465 curPos = curPos + sizeof(float);
466 y = *(float*) curPos;
467 curPos = curPos + sizeof(float);
468 /**/
469 vshader->input.V[reg].x = x;
470 vshader->input.V[reg].y = y;
471 vshader->input.V[reg].z = 0.0f;
472 vshader->input.V[reg].w = 1.0f;
473 break;
475 case D3DVSDT_FLOAT3:
476 x = *(float*) curPos;
477 curPos = curPos + sizeof(float);
478 y = *(float*) curPos;
479 curPos = curPos + sizeof(float);
480 z = *(float*) curPos;
481 curPos = curPos + sizeof(float);
482 /**/
483 vshader->input.V[reg].x = x;
484 vshader->input.V[reg].y = y;
485 vshader->input.V[reg].z = z;
486 vshader->input.V[reg].w = 1.0f;
487 break;
489 case D3DVSDT_FLOAT4:
490 x = *(float*) curPos;
491 curPos = curPos + sizeof(float);
492 y = *(float*) curPos;
493 curPos = curPos + sizeof(float);
494 z = *(float*) curPos;
495 curPos = curPos + sizeof(float);
496 w = *(float*) curPos;
497 curPos = curPos + sizeof(float);
498 /**/
499 vshader->input.V[reg].x = x;
500 vshader->input.V[reg].y = y;
501 vshader->input.V[reg].z = z;
502 vshader->input.V[reg].w = w;
503 break;
505 case D3DVSDT_D3DCOLOR:
506 dw = *(DWORD*) curPos;
507 curPos = curPos + sizeof(DWORD);
508 /**/
509 vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
510 vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
511 vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
512 vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
513 break;
515 case D3DVSDT_SHORT2:
516 u = *(SHORT*) curPos;
517 curPos = curPos + sizeof(SHORT);
518 v = *(SHORT*) curPos;
519 curPos = curPos + sizeof(SHORT);
520 /**/
521 vshader->input.V[reg].x = (float) u;
522 vshader->input.V[reg].y = (float) v;
523 vshader->input.V[reg].z = 0.0f;
524 vshader->input.V[reg].w = 1.0f;
525 break;
527 case D3DVSDT_SHORT4:
528 u = *(SHORT*) curPos;
529 curPos = curPos + sizeof(SHORT);
530 v = *(SHORT*) curPos;
531 curPos = curPos + sizeof(SHORT);
532 r = *(SHORT*) curPos;
533 curPos = curPos + sizeof(SHORT);
534 t = *(SHORT*) curPos;
535 curPos = curPos + sizeof(SHORT);
536 /**/
537 vshader->input.V[reg].x = (float) u;
538 vshader->input.V[reg].y = (float) v;
539 vshader->input.V[reg].z = (float) r;
540 vshader->input.V[reg].w = (float) t;
541 break;
543 case D3DVSDT_UBYTE4:
544 dw = *(DWORD*) curPos;
545 curPos = curPos + sizeof(DWORD);
546 /**/
547 vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
548 vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
549 vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
550 vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
552 break;
554 default: /** errooooorr what to do ? */
555 ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
560 /* here D3DVSD_END() */
561 return D3D_OK;
564 HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) {
565 if (NULL == pData) {
566 *pSizeOfData = This->declaration8Length;
567 return D3D_OK;
569 if (*pSizeOfData < This->declaration8Length) {
570 *pSizeOfData = This->declaration8Length;
571 return D3DERR_MOREDATA;
573 TRACE("(%p) : GetVertexShaderDeclaration copying to %p\n", This, pData);
574 memcpy(pData, This->pDeclaration8, This->declaration8Length);
575 return D3D_OK;