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
27 #include "wine/debug.h"
31 #include "d3d8_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 * DirectX9 SDK download
37 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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
46 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
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
55 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
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
[] = {
81 static CONST
char* VertexShaderDeclRegister
[] = {
83 "D3DVSDE_BLENDWEIGHT",
84 "D3DVSDE_BLENDINDICES",
102 /** todo check decl validity */
103 /*inline static*/ DWORD
Direct3DVextexShaderDeclarationImpl_ParseToken(const DWORD
* pToken
) {
104 const DWORD token
= *pToken
;
107 switch ((token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
) { /* maybe a macro to inverse ... */
108 case D3DVSD_TOKEN_NOP
:
109 TRACE(" 0x%08lx NOP()\n", token
);
111 case D3DVSD_TOKEN_STREAM
:
112 if (token
& D3DVSD_STREAMTESSMASK
) {
113 TRACE(" 0x%08lx STREAM_TESS()\n", token
);
115 TRACE(" 0x%08lx STREAM(%lu)\n", token
, ((token
& D3DVSD_STREAMNUMBERMASK
) >> D3DVSD_STREAMNUMBERSHIFT
));
118 case D3DVSD_TOKEN_STREAMDATA
:
119 if (token
& 0x10000000) {
120 TRACE(" 0x%08lx SKIP(%lu)\n", token
, ((token
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
));
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
]);
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
]);
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
]);
139 case D3DVSD_TOKEN_CONSTMEM
:
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
);
146 for (i
= 0; i
< count
; ++i
) {
148 TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
155 TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
158 *(float*) (pToken
+ 1),
159 *(float*) (pToken
+ 2),
160 *(float*) (pToken
+ 3));
164 tokenlen
= (4 * count
) + 1;
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;
176 case D3DVSD_TOKEN_END
:
177 TRACE(" 0x%08lx END()\n", token
);
180 TRACE(" 0x%08lx UNKNOWN\n", token
);
186 HRESULT WINAPI
IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl
* This
, CONST DWORD
* pDeclaration8
, IDirect3DVertexShaderDeclarationImpl
** ppVertexShaderDecl
) {
188 const DWORD
* pToken
= pDeclaration8
;
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) */
208 while (D3DVSD_END() != *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
)) {
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
;
226 object
->fvf
[oldStream
] = fvf
;
227 object
->allFVF
|= fvf
;
229 object
->fvf
[oldStream
] = 0;
233 /* reset valid/invalid fvf */
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
);
242 case D3DVSDE_POSITION
:
244 case D3DVSDT_FLOAT3
: fvf
|= D3DFVF_XYZ
; break;
245 case D3DVSDT_FLOAT4
: fvf
|= D3DFVF_XYZRHW
; break;
247 /** errooooorr mismatched use of a register, invalid fvf computing */
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
);
252 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
257 case D3DVSDE_BLENDWEIGHT
:
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;
264 /** errooooorr mismatched use of a register, invalid fvf computing */
266 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
270 case D3DVSDE_BLENDINDICES
: /* seem to be B5 as said in MSDN Dx9SDK ?? */
272 case D3DVSDT_UBYTE4
: fvf
|= D3DFVF_LASTBETA_UBYTE4
; break;
274 /** errooooorr mismatched use of a register, invalid fvf computing */
276 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
280 case D3DVSDE_NORMAL
: /* TODO: only FLOAT3 supported ... another choice possible ? */
282 case D3DVSDT_FLOAT3
: fvf
|= D3DFVF_NORMAL
; break;
284 /** errooooorr mismatched use of a register, invalid fvf computing */
286 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
290 case D3DVSDE_PSIZE
: /* TODO: only FLOAT1 supported ... another choice possible ? */
292 case D3DVSDT_FLOAT1
: fvf
|= D3DFVF_PSIZE
; break;
294 /** errooooorr mismatched use of a register, invalid fvf computing */
296 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
300 case D3DVSDE_DIFFUSE
: /* TODO: only D3DCOLOR supported */
302 case D3DVSDT_D3DCOLOR
: fvf
|= D3DFVF_DIFFUSE
; break;
304 /** errooooorr mismatched use of a register, invalid fvf computing */
306 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
310 case D3DVSDE_SPECULAR
: /* TODO: only D3DCOLOR supported */
312 case D3DVSDT_D3DCOLOR
: fvf
|= D3DFVF_SPECULAR
; break;
314 /** errooooorr mismatched use of a register, invalid fvf computing */
316 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
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
);
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;
338 /** errooooorr mismatched use of a register, invalid fvf computing */
340 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_TEXCOORD? register: unsupported type %s\n", VertexShaderDeclDataTypes
[type
]);
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
);
350 TRACE("VertexShader declaration define %lx as current FVF\n", fvf
);
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
;
364 object
->fvf
[stream
] = 0;
366 TRACE("Completed, allFVF = %lx\n", object
->allFVF
);
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
);
374 *ppVertexShaderDecl
= object
;
379 HRESULT WINAPI
IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl
* This
,
380 IDirect3DVertexShaderImpl
* vshader
,
381 DWORD SkipnStrides
) {
383 const DWORD
* pToken
= This
->UpdateStateBlock
->vertexShaderDecl
->pDeclaration8
;
388 /** for input readers */
389 const char* curPos
= NULL
;
394 TRACE("(%p) - This:%p, skipstrides=%lu\n", vshader
, This
, SkipnStrides
);
396 while (D3DVSD_END() != *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
;
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
];
415 ERR("using unitialised stream[%lu]\n", stream
);
416 return D3DERR_INVALIDCALL
;
418 if (This
->StateBlock
->streamIsUP
== TRUE
) {
419 curPos
= ((char *) pVB
) + (SkipnStrides
* skip
); /* Not really a VB */
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
) {
430 DWORD count
= ((token
& D3DVSD_CONSTCOUNTMASK
) >> D3DVSD_CONSTCOUNTSHIFT
);
431 DWORD constaddress
= ((token
& D3DVSD_CONSTADDRESSMASK
) >> D3DVSD_CONSTADDRESSSHIFT
);
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);
441 } else if (D3DVSD_TOKEN_STREAMDATA
== tokentype
&& 0 != (0x10000000 & tokentype
)) {
443 DWORD skipCount
= ((token
& D3DVSD_SKIPCOUNTMASK
) >> D3DVSD_SKIPCOUNTSHIFT
);
444 curPos
= curPos
+ skipCount
* sizeof(DWORD
);
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
);
454 x
= *(float*) curPos
;
455 curPos
= curPos
+ sizeof(float);
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
;
464 x
= *(float*) curPos
;
465 curPos
= curPos
+ sizeof(float);
466 y
= *(float*) curPos
;
467 curPos
= curPos
+ sizeof(float);
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
;
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);
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
;
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);
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
;
505 case D3DVSDT_D3DCOLOR
:
506 dw
= *(DWORD
*) curPos
;
507 curPos
= curPos
+ sizeof(DWORD
);
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
);
516 u
= *(SHORT
*) curPos
;
517 curPos
= curPos
+ sizeof(SHORT
);
518 v
= *(SHORT
*) curPos
;
519 curPos
= curPos
+ sizeof(SHORT
);
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
;
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
);
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
;
544 dw
= *(DWORD
*) curPos
;
545 curPos
= curPos
+ sizeof(DWORD
);
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);
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() */
564 HRESULT WINAPI
IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl
* This
, DWORD
* pData
, UINT
* pSizeOfData
) {
566 *pSizeOfData
= This
->declaration8Length
;
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
);