Add DotProduct3 support if supported by opengl.
[wine/dcerpc.git] / dlls / d3d8 / vshaderdeclaration.c
blob865e4bccf731d077633f9c2211d067b5770b4819
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);
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 static CONST char* VertexShaderDeclDataTypes [] = {
69 "D3DVSDT_FLOAT1",
70 "D3DVSDT_FLOAT2",
71 "D3DVSDT_FLOAT3",
72 "D3DVSDT_FLOAT4",
73 "D3DVSDT_D3DCOLOR",
74 "D3DVSDT_UBYTE4",
75 "D3DVSDT_SHORT2",
76 "D3DVSDT_SHORT4",
77 NULL
80 static CONST char* VertexShaderDeclRegister [] = {
81 "D3DVSDE_POSITION",
82 "D3DVSDE_BLENDWEIGHT",
83 "D3DVSDE_BLENDINDICES",
84 "D3DVSDE_NORMAL",
85 "D3DVSDE_PSIZE",
86 "D3DVSDE_DIFFUSE",
87 "D3DVSDE_SPECULAR",
88 "D3DVSDE_TEXCOORD0",
89 "D3DVSDE_TEXCOORD1",
90 "D3DVSDE_TEXCOORD2",
91 "D3DVSDE_TEXCOORD3",
92 "D3DVSDE_TEXCOORD4",
93 "D3DVSDE_TEXCOORD5",
94 "D3DVSDE_TEXCOORD6",
95 "D3DVSDE_TEXCOORD7",
96 "D3DVSDE_POSITION2",
97 "D3DVSDE_NORMAL2",
98 NULL
101 /** todo check decl validity */
102 inline static DWORD Direct3DVextexShaderDeclarationImpl_ParseToken(const DWORD* pToken) {
103 const DWORD token = *pToken;
104 DWORD tokenlen = 1;
106 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
107 case D3DVSD_TOKEN_NOP:
108 TRACE(" 0x%08lx NOP()\n", token);
109 break;
110 case D3DVSD_TOKEN_STREAM:
111 if (token & D3DVSD_STREAMTESSMASK) {
112 TRACE(" 0x%08lx STREAM_TESS()\n", token);
113 } else {
114 TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
116 break;
117 case D3DVSD_TOKEN_STREAMDATA:
118 if (token & 0x10000000) {
119 TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
120 } else {
121 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
122 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
123 TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
125 break;
126 case D3DVSD_TOKEN_TESSELLATOR:
127 if (token & 0x10000000) {
128 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
129 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
130 TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
131 } else {
132 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
133 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
134 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
135 TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexShaderDeclRegister[regin], VertexShaderDeclRegister[regout], VertexShaderDeclDataTypes[type]);
137 break;
138 case D3DVSD_TOKEN_CONSTMEM:
140 DWORD i;
141 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
142 DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
143 TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
144 ++pToken;
145 for (i = 0; i < count; ++i) {
146 TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
147 constaddress,
148 *pToken,
149 *(pToken + 1),
150 *(pToken + 2),
151 *(pToken + 3));
152 pToken += 4;
153 ++constaddress;
155 tokenlen = count + 1;
157 break;
158 case D3DVSD_TOKEN_EXT:
160 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
161 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
162 TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
163 /* todo ... print extension */
164 tokenlen = count + 1;
166 break;
167 case D3DVSD_TOKEN_END:
168 TRACE(" 0x%08lx END()\n", token);
169 break;
170 default:
171 TRACE(" 0x%08lx UNKNOWN\n", token);
172 /* argg error */
174 return tokenlen;
177 HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShaderDeclaration8(IDirect3DDevice8Impl* This, CONST DWORD* pDeclaration8, IDirect3DVertexShaderDeclarationImpl** ppVertexShaderDecl) {
178 /** parser data */
179 const DWORD* pToken = pDeclaration8;
180 DWORD fvf = 0;
181 DWORD len = 0;
182 DWORD stream = 0;
183 DWORD token;
184 DWORD tokenlen;
185 DWORD tokentype;
186 DWORD tex = D3DFVF_TEX0;
187 /** TRUE if declaration can be matched by a fvf */
188 IDirect3DVertexShaderDeclarationImpl* object;
189 BOOL invalid_fvf = FALSE;
191 TRACE("(%p) : pDeclaration8(%p)\n", This, pDeclaration8);
193 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl));
194 /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
195 object->device = This; /* FIXME: AddRef(This) */
196 object->ref = 1;
198 while (D3DVSD_END() != *pToken) {
199 token = *pToken;
200 tokenlen = Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
201 tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
203 /** FVF generation block */
204 if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
205 /**
206 * how really works streams,
207 * in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
209 stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
211 if (stream > 0) {
212 /** fvf cannot map mutliple streams, so invalid fvf computing */
213 invalid_fvf = TRUE;
216 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
217 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
218 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT) - stream;
220 switch (reg) {
221 case D3DVSDE_POSITION:
222 switch (type) {
223 case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
224 case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
225 default:
226 /** errooooorr mismatched use of a register, invalid fvf computing */
227 invalid_fvf = TRUE;
228 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_POSITION register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
230 break;
232 case D3DVSDE_BLENDWEIGHT:
233 switch (type) {
234 case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
235 case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
236 case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZB3; break;
237 case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZB4; break;
238 default:
239 /** errooooorr mismatched use of a register, invalid fvf computing */
240 invalid_fvf = TRUE;
241 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDWEIGHT register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
243 break;
245 case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
246 switch (type) {
247 case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
248 default:
249 /** errooooorr mismatched use of a register, invalid fvf computing */
250 invalid_fvf = TRUE;
251 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_BLENDINDINCES register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
253 break;
255 case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
256 switch (type) {
257 case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
258 default:
259 /** errooooorr mismatched use of a register, invalid fvf computing */
260 invalid_fvf = TRUE;
261 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_NORMAL register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
263 break;
265 case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
266 switch (type) {
267 case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
268 default:
269 /** errooooorr mismatched use of a register, invalid fvf computing */
270 invalid_fvf = TRUE;
271 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_PSIZE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
273 break;
275 case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
276 switch (type) {
277 case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
278 default:
279 /** errooooorr mismatched use of a register, invalid fvf computing */
280 invalid_fvf = TRUE;
281 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_DIFFUSE register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
283 break;
285 case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
286 switch (type) {
287 case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
288 default:
289 /** errooooorr mismatched use of a register, invalid fvf computing */
290 invalid_fvf = TRUE;
291 TRACE("Mismatched use in VertexShader declaration of D3DVSDE_SPECULAR register: unsupported type %s\n", VertexShaderDeclDataTypes[type]);
293 break;
296 * TODO: for TEX* only FLOAT2 supported
297 * by default using texture type info
299 case D3DVSDE_TEXCOORD0: tex = max(tex, D3DFVF_TEX1); break;
300 case D3DVSDE_TEXCOORD1: tex = max(tex, D3DFVF_TEX2); break;
301 case D3DVSDE_TEXCOORD2: tex = max(tex, D3DFVF_TEX3); break;
302 case D3DVSDE_TEXCOORD3: tex = max(tex, D3DFVF_TEX4); break;
303 case D3DVSDE_TEXCOORD4: tex = max(tex, D3DFVF_TEX5); break;
304 case D3DVSDE_TEXCOORD5: tex = max(tex, D3DFVF_TEX6); break;
305 case D3DVSDE_TEXCOORD6: tex = max(tex, D3DFVF_TEX7); break;
306 case D3DVSDE_TEXCOORD7: tex = max(tex, D3DFVF_TEX8); break;
308 case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
309 case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
310 FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
311 break;
313 /*TRACE("VertexShader declaration define %x as current FVF\n", fvf);*/
315 len += tokenlen;
316 pToken += tokenlen;
318 if (tex > 0) {
319 /*TRACE("VertexShader declaration define %x as texture level\n", tex);*/
320 fvf |= tex;
322 /* here D3DVSD_END() */
323 len += Direct3DVextexShaderDeclarationImpl_ParseToken(pToken);
324 /* copy fvf if valid */
325 if (FALSE == invalid_fvf)
326 object->fvf = fvf;
327 else
328 object->fvf = 0;
329 /* compute size */
330 object->declaration8Length = len * sizeof(DWORD);
331 /* copy the declaration */
332 object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length);
333 memcpy(object->pDeclaration8, pDeclaration8, object->declaration8Length);
334 /* returns */
335 *ppVertexShaderDecl = object;
336 return D3D_OK;
340 HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This,
341 IDirect3DVertexShaderImpl* vshader,
342 const void* vertexFirstStream,
343 DWORD StartVertexIndex,
344 DWORD idxDecal) {
345 /** parser data */
346 const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
347 DWORD stream = 0;
348 DWORD token;
349 /*DWORD tokenlen;*/
350 DWORD tokentype;
351 /** for input readers */
352 const char* curPos = NULL;
353 FLOAT x, y, z, w;
354 SHORT u, v, r, t;
355 DWORD dw;
357 /*TRACE("(%p) - This:%p - stream:%p, startIdx=%lu, idxDecal=%lu\n", vshader, This, vertexFirstStream, StartVertexIndex, idxDecal);*/
358 while (D3DVSD_END() != *pToken) {
359 token = *pToken;
360 tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
362 /** FVF generation block */
363 if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
364 IDirect3DVertexBuffer8* pVB;
365 const char* startVtx = NULL;
366 int skip = 0;
368 ++pToken;
369 /**
370 * how really works streams,
371 * in DolphinVS dx8 dsk sample use it !!!
373 stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
375 if (0 == stream) {
376 skip = This->StateBlock->stream_stride[0];
377 startVtx = (const char*) vertexFirstStream + (StartVertexIndex * skip);
378 curPos = startVtx + idxDecal;
379 /*TRACE(" using stream[%lu] with %lu decal => curPos %p\n", stream, idxDecal, curPos);*/
380 } else {
381 skip = This->StateBlock->stream_stride[stream];
382 pVB = This->StateBlock->stream_source[stream];
384 if (NULL == pVB) {
385 ERR("using unitialised stream[%lu]\n", stream);
386 return D3DERR_INVALIDCALL;
387 } else {
388 startVtx = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (StartVertexIndex * skip);
389 /** do we need to decal if we use idxBuffer */
390 curPos = startVtx + idxDecal;
391 /*TRACE(" using stream[%lu] with %lu decal\n", stream, idxDecal);*/
394 } else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
395 /** Const decl */
396 DWORD i;
397 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
398 DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
399 ++pToken;
400 for (i = 0; i < count; ++i) {
401 vshader->data->C[constaddress + i].x = *(float*)pToken;
402 vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
403 vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
404 vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
405 pToken += 4;
408 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
409 /** skip datas */
410 DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
411 curPos = curPos + skipCount * sizeof(DWORD);
412 ++pToken;
414 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
415 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
416 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
417 ++pToken;
419 switch (type) {
420 case D3DVSDT_FLOAT1:
421 x = *(float*) curPos;
422 curPos = curPos + sizeof(float);
423 /**/
424 vshader->input.V[reg].x = x;
425 vshader->input.V[reg].y = 0.0f;
426 vshader->input.V[reg].z = 0.0f;
427 vshader->input.V[reg].w = 1.0f;
428 break;
430 case D3DVSDT_FLOAT2:
431 x = *(float*) curPos;
432 curPos = curPos + sizeof(float);
433 y = *(float*) curPos;
434 curPos = curPos + sizeof(float);
435 /**/
436 vshader->input.V[reg].x = x;
437 vshader->input.V[reg].y = y;
438 vshader->input.V[reg].z = 0.0f;
439 vshader->input.V[reg].w = 1.0f;
440 break;
442 case D3DVSDT_FLOAT3:
443 x = *(float*) curPos;
444 curPos = curPos + sizeof(float);
445 y = *(float*) curPos;
446 curPos = curPos + sizeof(float);
447 z = *(float*) curPos;
448 curPos = curPos + sizeof(float);
449 /**/
450 vshader->input.V[reg].x = x;
451 vshader->input.V[reg].y = y;
452 vshader->input.V[reg].z = z;
453 vshader->input.V[reg].w = 1.0f;
454 break;
456 case D3DVSDT_FLOAT4:
457 x = *(float*) curPos;
458 curPos = curPos + sizeof(float);
459 y = *(float*) curPos;
460 curPos = curPos + sizeof(float);
461 z = *(float*) curPos;
462 curPos = curPos + sizeof(float);
463 w = *(float*) curPos;
464 curPos = curPos + sizeof(float);
465 /**/
466 vshader->input.V[reg].x = x;
467 vshader->input.V[reg].y = y;
468 vshader->input.V[reg].z = z;
469 vshader->input.V[reg].w = w;
470 break;
472 case D3DVSDT_D3DCOLOR:
473 dw = *(DWORD*) curPos;
474 curPos = curPos + sizeof(DWORD);
475 /**/
476 vshader->input.V[reg].x = (float) (((dw >> 16) & 0xFF) / 255.0f);
477 vshader->input.V[reg].y = (float) (((dw >> 8) & 0xFF) / 255.0f);
478 vshader->input.V[reg].z = (float) (((dw >> 0) & 0xFF) / 255.0f);
479 vshader->input.V[reg].w = (float) (((dw >> 24) & 0xFF) / 255.0f);
480 break;
482 case D3DVSDT_SHORT2:
483 u = *(SHORT*) curPos;
484 curPos = curPos + sizeof(SHORT);
485 v = *(SHORT*) curPos;
486 curPos = curPos + sizeof(SHORT);
487 /**/
488 vshader->input.V[reg].x = (float) u;
489 vshader->input.V[reg].y = (float) v;
490 vshader->input.V[reg].z = 0.0f;
491 vshader->input.V[reg].w = 1.0f;
492 break;
494 case D3DVSDT_SHORT4:
495 u = *(SHORT*) curPos;
496 curPos = curPos + sizeof(SHORT);
497 v = *(SHORT*) curPos;
498 curPos = curPos + sizeof(SHORT);
499 r = *(SHORT*) curPos;
500 curPos = curPos + sizeof(SHORT);
501 t = *(SHORT*) curPos;
502 curPos = curPos + sizeof(SHORT);
503 /**/
504 vshader->input.V[reg].x = (float) u;
505 vshader->input.V[reg].y = (float) v;
506 vshader->input.V[reg].z = (float) r;
507 vshader->input.V[reg].w = (float) t;
508 break;
510 case D3DVSDT_UBYTE4:
511 dw = *(DWORD*) curPos;
512 curPos = curPos + sizeof(DWORD);
513 /**/
514 vshader->input.V[reg].x = (float) ((dw & 0x000F) >> 0);
515 vshader->input.V[reg].y = (float) ((dw & 0x00F0) >> 8);
516 vshader->input.V[reg].z = (float) ((dw & 0x0F00) >> 16);
517 vshader->input.V[reg].w = (float) ((dw & 0xF000) >> 24);
519 break;
521 default: /** errooooorr what to do ? */
522 ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
527 /* here D3DVSD_END() */
528 return D3D_OK;
531 HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) {
532 if (NULL == pData) {
533 *pSizeOfData = This->declaration8Length;
534 return D3D_OK;
536 if (*pSizeOfData < This->declaration8Length) {
537 *pSizeOfData = This->declaration8Length;
538 return D3DERR_MOREDATA;
540 TRACE("(%p) : GetVertexShaderDeclaration copying to %p\n", This, pData);
541 memcpy(pData, This->pDeclaration8, This->declaration8Length);
542 return D3D_OK;