2 * vertex declaration implementation
4 * Copyright 2002-2005 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
30 * DirectX9 SDK download
31 * http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
34 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
36 * Using Vertex Shaders
37 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
40 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
43 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
44 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
45 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
46 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
49 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
52 * http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
54 * NVIDIA: DX8 Vertex Shader to NV Vertex Program
55 * http://developer.nvidia.com/view.asp?IO=vstovp
57 * NVIDIA: Memory Management with VAR
58 * http://developer.nvidia.com/view.asp?IO=var_memory_management
61 /** Vertex Shader Declaration 8 data types tokens */
62 #define MAX_VSHADER_DECL_TYPES 8
64 static CONST char* VertexDecl8_DataTypes[] = {
76 static CONST char* VertexDecl8_Registers[] = {
78 "D3DVSDE_BLENDWEIGHT",
79 "D3DVSDE_BLENDINDICES",
97 typedef enum _D3DVSD_TOKENTYPE {
99 D3DVSD_TOKEN_STREAM = 1,
100 D3DVSD_TOKEN_STREAMDATA = 2,
101 D3DVSD_TOKEN_TESSELLATOR = 3,
102 D3DVSD_TOKEN_CONSTMEM = 4,
103 D3DVSD_TOKEN_EXT = 5,
105 D3DVSD_TOKEN_END = 7,
106 D3DVSD_FORCE_DWORD = 0x7FFFFFFF
109 typedef enum _D3DVSDE_REGISTER {
110 D3DVSDE_POSITION = 0,
111 D3DVSDE_BLENDWEIGHT = 1,
112 D3DVSDE_BLENDINDICES = 2,
116 D3DVSDE_SPECULAR = 6,
117 D3DVSDE_TEXCOORD0 = 7,
118 D3DVSDE_TEXCOORD1 = 8,
119 D3DVSDE_TEXCOORD2 = 9,
120 D3DVSDE_TEXCOORD3 = 10,
121 D3DVSDE_TEXCOORD4 = 11,
122 D3DVSDE_TEXCOORD5 = 12,
123 D3DVSDE_TEXCOORD6 = 13,
124 D3DVSDE_TEXCOORD7 = 14,
125 D3DVSDE_POSITION2 = 15,
126 D3DVSDE_NORMAL2 = 16,
130 typedef enum _D3DVSDT_TYPE {
131 D3DVSDT_FLOAT1 = 0x00,
132 D3DVSDT_FLOAT2 = 0x01,
133 D3DVSDT_FLOAT3 = 0x02,
134 D3DVSDT_FLOAT4 = 0x03,
135 D3DVSDT_D3DCOLOR = 0x04,
136 D3DVSDT_UBYTE4 = 0x05,
137 D3DVSDT_SHORT2 = 0x06,
138 D3DVSDT_SHORT4 = 0x07
142 #define D3DVSD_CONSTADDRESSSHIFT 0
143 #define D3DVSD_EXTINFOSHIFT 0
144 #define D3DVSD_STREAMNUMBERSHIFT 0
145 #define D3DVSD_VERTEXREGSHIFT 0
146 #define D3DVSD_CONSTRSSHIFT 16
147 #define D3DVSD_DATATYPESHIFT 16
148 #define D3DVSD_SKIPCOUNTSHIFT 16
149 #define D3DVSD_VERTEXREGINSHIFT 20
150 #define D3DVSD_EXTCOUNTSHIFT 24
151 #define D3DVSD_CONSTCOUNTSHIFT 25
152 #define D3DVSD_DATALOADTYPESHIFT 28
153 #define D3DVSD_STREAMTESSSHIFT 28
154 #define D3DVSD_TOKENTYPESHIFT 29
156 #define D3DVSD_CONSTADDRESSMASK (0x7F << D3DVSD_CONSTADDRESSSHIFT)
157 #define D3DVSD_EXTINFOMASK (0xFFFFFF << D3DVSD_EXTINFOSHIFT)
158 #define D3DVSD_STREAMNUMBERMASK (0xF << D3DVSD_STREAMNUMBERSHIFT)
159 #define D3DVSD_VERTEXREGMASK (0x1F << D3DVSD_VERTEXREGSHIFT)
160 #define D3DVSD_CONSTRSMASK (0x1FFF << D3DVSD_CONSTRSSHIFT)
161 #define D3DVSD_DATATYPEMASK (0xF << D3DVSD_DATATYPESHIFT)
162 #define D3DVSD_SKIPCOUNTMASK (0xF << D3DVSD_SKIPCOUNTSHIFT)
163 #define D3DVSD_EXTCOUNTMASK (0x1F << D3DVSD_EXTCOUNTSHIFT)
164 #define D3DVSD_VERTEXREGINMASK (0xF << D3DVSD_VERTEXREGINSHIFT)
165 #define D3DVSD_CONSTCOUNTMASK (0xF << D3DVSD_CONSTCOUNTSHIFT)
166 #define D3DVSD_DATALOADTYPEMASK (0x1 << D3DVSD_DATALOADTYPESHIFT)
167 #define D3DVSD_STREAMTESSMASK (0x1 << D3DVSD_STREAMTESSSHIFT)
168 #define D3DVSD_TOKENTYPEMASK (0x7 << D3DVSD_TOKENTYPESHIFT)
170 #define D3DVSD_END() 0xFFFFFFFF
171 #define D3DVSD_NOP() 0x00000000
173 static DWORD IWineD3DVertexDeclarationImpl_ParseToken8(const DWORD* pToken) {
174 const DWORD token = *pToken;
177 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
178 case D3DVSD_TOKEN_NOP:
179 TRACE(" 0x%08lx NOP()\n", token);
181 case D3DVSD_TOKEN_STREAM:
182 if (token & D3DVSD_STREAMTESSMASK) {
183 TRACE(" 0x%08lx STREAM_TESS()\n", token);
185 TRACE(" 0x%08lx STREAM(%lu)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
188 case D3DVSD_TOKEN_STREAMDATA:
189 if (token & 0x10000000) {
190 TRACE(" 0x%08lx SKIP(%lu)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
192 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
193 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
194 TRACE(" 0x%08lx REG(%s, %s)\n", token, VertexDecl8_Registers[reg], VertexDecl8_DataTypes[type]);
197 case D3DVSD_TOKEN_TESSELLATOR:
198 if (token & 0x10000000) {
199 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
200 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
201 TRACE(" 0x%08lx TESSUV(%s) as %s\n", token, VertexDecl8_Registers[reg], VertexDecl8_DataTypes[type]);
203 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
204 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
205 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
206 TRACE(" 0x%08lx TESSNORMAL(%s, %s) as %s\n", token, VertexDecl8_Registers[regin], VertexDecl8_Registers[regout], VertexDecl8_DataTypes[type]);
209 case D3DVSD_TOKEN_CONSTMEM:
211 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
212 tokenlen = (4 * count) + 1;
215 case D3DVSD_TOKEN_EXT:
217 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
218 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
219 TRACE(" 0x%08lx EXT(%lu, %lu)\n", token, count, extinfo);
220 /* todo ... print extension */
221 tokenlen = count + 1;
224 case D3DVSD_TOKEN_END:
225 TRACE(" 0x%08lx END()\n", token);
228 TRACE(" 0x%08lx UNKNOWN\n", token);
234 /* structure used by the d3d8 to d3d9 conversion lookup table */
235 typedef struct _Decl8to9Lookup {
240 static HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DVertexDeclaration *iface, const DWORD *pDecl) {
241 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
242 #define MAKE_LOOKUP(_reg,_usage,_usageindex) decl8to9Lookup[_reg].usage = _usage; \
243 decl8to9Lookup[_reg].usageIndex = _usageindex;
244 const DWORD* pToken = pDecl;
253 WINED3DVERTEXELEMENT convToW[128];
254 /* TODO: find out where rhw (or positionT) is for declaration8 */
255 Decl8to9Lookup decl8to9Lookup[MAX_D3DVSDE];
256 MAKE_LOOKUP(D3DVSDE_POSITION, D3DDECLUSAGE_POSITION, 0);
257 MAKE_LOOKUP(D3DVSDE_POSITION2, D3DDECLUSAGE_POSITION, 1);
258 MAKE_LOOKUP(D3DVSDE_BLENDWEIGHT, D3DDECLUSAGE_BLENDWEIGHT, 0);
259 MAKE_LOOKUP(D3DVSDE_BLENDINDICES, D3DDECLUSAGE_BLENDINDICES, 0);
260 MAKE_LOOKUP(D3DVSDE_NORMAL, D3DDECLUSAGE_NORMAL, 0);
261 MAKE_LOOKUP(D3DVSDE_NORMAL2, D3DDECLUSAGE_NORMAL, 1);
262 MAKE_LOOKUP(D3DVSDE_DIFFUSE, D3DDECLUSAGE_COLOR, 0);
263 MAKE_LOOKUP(D3DVSDE_SPECULAR, D3DDECLUSAGE_COLOR, 1);
264 MAKE_LOOKUP(D3DVSDE_TEXCOORD0, D3DDECLUSAGE_TEXCOORD, 0);
265 MAKE_LOOKUP(D3DVSDE_TEXCOORD1, D3DDECLUSAGE_TEXCOORD, 1);
266 MAKE_LOOKUP(D3DVSDE_TEXCOORD2, D3DDECLUSAGE_TEXCOORD, 2);
267 MAKE_LOOKUP(D3DVSDE_TEXCOORD3, D3DDECLUSAGE_TEXCOORD, 3);
268 MAKE_LOOKUP(D3DVSDE_TEXCOORD4, D3DDECLUSAGE_TEXCOORD, 4);
269 MAKE_LOOKUP(D3DVSDE_TEXCOORD5, D3DDECLUSAGE_TEXCOORD, 5);
270 MAKE_LOOKUP(D3DVSDE_TEXCOORD6, D3DDECLUSAGE_TEXCOORD, 6);
271 MAKE_LOOKUP(D3DVSDE_TEXCOORD7, D3DDECLUSAGE_TEXCOORD, 7);
274 TRACE("(%p) : pDecl(%p)\n", This, pDecl);
275 /* Convert from a directx* declaration into a directx9 one, so we only have to deal with one type of declaration everywhere else */
276 while (D3DVSD_END() != *pToken) {
278 tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
279 tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
281 if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
283 * how really works streams,
284 * in DolphinVS dx8 dsk sample they seems to decal reg numbers !!!
286 stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
289 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
290 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
291 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
293 convToW[nTokens].Stream = stream;
294 convToW[nTokens].Method = D3DDECLMETHOD_DEFAULT;
295 convToW[nTokens].Usage = decl8to9Lookup[reg].usage;
296 convToW[nTokens].UsageIndex = decl8to9Lookup[reg].usageIndex;
297 convToW[nTokens].Type = type;
298 convToW[nTokens].Offset = offset;
299 convToW[nTokens].Reg = reg;
300 offset += glTypeLookup[type][1] * glTypeLookup[type][4];
302 } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0x10000000 & tokentype ) {
303 TRACE(" 0x%08lx SKIP(%lu)\n", tokentype, ((tokentype & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
304 offset += sizeof(DWORD) * ((tokentype & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
305 } else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
307 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
308 DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
309 if (This->constants == NULL ) {
310 This->constants = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, MAX_VSHADER_CONSTANTS * 4 * sizeof(float));
312 TRACE(" 0x%08lx CONST(%lu, %lu)\n", token, constaddress, count);
313 for (i = 0; i < count; ++i) {
314 TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
321 This->constants[constaddress * 4] = *(const float*) (pToken+ i * 4 + 1);
322 This->constants[constaddress * 4 + 1] = *(const float *)(pToken + i * 4 + 2);
323 This->constants[constaddress * 4 + 2] = *(const float *)(pToken + i * 4 + 3);
324 This->constants[constaddress * 4 + 3] = *(const float *)(pToken + i * 4 + 4);
325 FIXME(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
327 *(const float*) (pToken+ i * 4 + 1),
328 *(const float*) (pToken + i * 4 + 2),
329 *(const float*) (pToken + i * 4 +3),
330 *(const float*) (pToken + i * 4 + 4));
339 /* here D3DVSD_END() */
340 len += IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
342 convToW[nTokens].Stream = 0xFF;
343 convToW[nTokens].Type = D3DDECLTYPE_UNUSED;
347 This->declaration8Length = len * sizeof(DWORD);
348 /* copy the declaration */
349 This->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->declaration8Length);
350 memcpy(This->pDeclaration8, pDecl, This->declaration8Length);
352 /* compute convToW size */
353 This->declarationWNumElements = nTokens;
354 /* copy the convTo9 declaration */
355 This->pDeclarationWine = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nTokens * sizeof(WINED3DVERTEXELEMENT));
356 memcpy(This->pDeclarationWine, convToW, nTokens * sizeof(WINED3DVERTEXELEMENT));
362 static HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration9(IWineD3DVertexDeclaration* iface, const D3DVERTEXELEMENT9* pDecl) {
363 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
364 const D3DVERTEXELEMENT9* pToken = pDecl;
367 TRACE("(%p) : pDecl(%p)\n", This, pDecl);
369 This->declaration9NumElements = 1;
370 for(pToken = pDecl;0xFF != pToken->Stream && This->declaration9NumElements < 128 ; pToken++) This->declaration9NumElements++;
372 if (This->declaration9NumElements == 128) {
373 FIXME("?(%p) Error parsing vertex declaration\n", This);
374 return D3DERR_INVALIDCALL;
378 /* copy the declaration */
379 This->pDeclaration9 = HeapAlloc(GetProcessHeap(), 0, This->declaration9NumElements * sizeof(D3DVERTEXELEMENT9));
380 memcpy(This->pDeclaration9, pDecl, This->declaration9NumElements * sizeof(D3DVERTEXELEMENT9));
382 /* copy to wine style declaration */
383 This->pDeclarationWine = HeapAlloc(GetProcessHeap(), 0, This->declaration9NumElements * sizeof(WINED3DVERTEXELEMENT));
384 for(i = 0; i < This->declaration9NumElements; ++i) {
385 memcpy(This->pDeclarationWine + i, This->pDeclaration9 + i, sizeof(D3DVERTEXELEMENT9));
388 This->declarationWNumElements = This->declaration9NumElements;
393 /* *******************************************
394 IWineD3DVertexDeclaration IUnknown parts follow
395 ******************************************* */
396 HRESULT WINAPI IWineD3DVertexDeclarationImpl_QueryInterface(IWineD3DVertexDeclaration *iface, REFIID riid, LPVOID *ppobj)
398 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
399 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
400 if (IsEqualGUID(riid, &IID_IUnknown)
401 || IsEqualGUID(riid, &IID_IWineD3DVertexDeclaration)){
402 IUnknown_AddRef(iface);
406 return E_NOINTERFACE;
409 ULONG WINAPI IWineD3DVertexDeclarationImpl_AddRef(IWineD3DVertexDeclaration *iface) {
410 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
411 TRACE("(%p) : AddRef increasing from %ld\n", This, This->ref);
412 return InterlockedIncrement(&This->ref);
415 ULONG WINAPI IWineD3DVertexDeclarationImpl_Release(IWineD3DVertexDeclaration *iface) {
416 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
418 TRACE("(%p) : Releasing from %ld\n", This, This->ref);
419 ref = InterlockedDecrement(&This->ref);
421 HeapFree(GetProcessHeap(), 0, This->pDeclaration8);
422 HeapFree(GetProcessHeap(), 0, This->pDeclaration9);
423 HeapFree(GetProcessHeap(), 0, This);
428 /* *******************************************
429 IWineD3DVertexDeclaration parts follow
430 ******************************************* */
432 HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration *iface, IUnknown** parent){
433 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
435 *parent= This->parent;
436 IUnknown_AddRef(*parent);
437 TRACE("(%p) : returning %p\n", This, *parent);
441 HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
442 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
443 TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
445 *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
446 IWineD3DDevice_AddRef(*ppDevice);
451 static HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration8(IWineD3DVertexDeclaration* iface, DWORD* pData, DWORD* pSizeOfData) {
452 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
454 *pSizeOfData = This->declaration8Length;
458 /* The Incredibles and Teenage Mutant Ninja Turtles require this in d3d9 for NumElements == 0,
459 TODO: this needs to be tested against windows */
460 if(*pSizeOfData == 0) {
461 TRACE("(%p) : Requested the vertex declaration without specefying the size of the return buffer\n", This);
462 *pSizeOfData = This->declaration8Length;
463 memcpy(pData, This->pDeclaration8, This->declaration8Length);
467 if (*pSizeOfData < This->declaration8Length) {
468 FIXME("(%p) : Returning D3DERR_MOREDATA numElements %ld expected %ld\n", iface, *pSizeOfData, This->declaration8Length);
469 *pSizeOfData = This->declaration8Length;
470 return D3DERR_MOREDATA;
472 TRACE("(%p) : GetVertexDeclaration8 copying to %p\n", This, pData);
473 memcpy(pData, This->pDeclaration8, This->declaration8Length);
477 HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration9(IWineD3DVertexDeclaration* iface, D3DVERTEXELEMENT9* pData, DWORD* pNumElements) {
478 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
480 *pNumElements = This->declaration9NumElements;
481 TRACE("(%p) : Returning numElements %ld\n", iface, *pNumElements);
485 /* The Incredibles and Teenage Mutant Ninja Turtles require this for NumElements == 0,
486 TODO: this needs to be tested against windows */
487 if(*pNumElements == 0) {
488 TRACE("(%p) : Requested the vertex declaration without specefying the size of the return buffer\n", This);
489 *pNumElements = This->declaration9NumElements;
490 memcpy(pData, This->pDeclaration9, *pNumElements * sizeof(*pData));
494 /* just in case there's a similar problem to The Incredibles and Teenage Mutant Ninja Turtles without pNumElements = 0 */
495 if (*pNumElements < This->declaration9NumElements) {
496 *pNumElements = This->declaration9NumElements;
497 FIXME("(%p) : Returning D3DERR_MOREDATA numElements %ld expected %u\n", iface, *pNumElements, This->declaration9NumElements);
498 memcpy(pData, This->pDeclaration9, *pNumElements * sizeof(*pData));
499 return D3DERR_MOREDATA;
501 TRACE("(%p) : GetVertexDeclaration9 copying to %p\n", This, pData);
502 memcpy(pData, This->pDeclaration9, This->declaration9NumElements * sizeof(*pData));
506 HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDeclaration(IWineD3DVertexDeclaration *iface, VOID *pData, DWORD *pSize) {
507 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
510 TRACE("(%p) : d3d version %d r\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
511 switch (((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion) {
513 hr = IWineD3DVertexDeclarationImpl_GetDeclaration8(iface, (DWORD *)pData, pSize);
516 hr = IWineD3DVertexDeclarationImpl_GetDeclaration9(iface, (D3DVERTEXELEMENT9 *)pData, pSize);
519 FIXME("(%p) : Unsupport DirectX version %u\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
525 HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVertexDeclaration *iface, VOID *pDecl) {
526 IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
529 TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
530 switch (((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion) {
532 TRACE("Parsing declatation 8\n");
533 hr = IWineD3DVertexDeclarationImpl_ParseDeclaration8(iface, (CONST DWORD *)pDecl);
536 FIXME("Parsing declatation 9\n");
537 hr = IWineD3DVertexDeclarationImpl_ParseDeclaration9(iface, (CONST D3DVERTEXELEMENT9 *)pDecl);
540 FIXME("(%p) : Unsupport DirectX version %u\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
543 TRACE("Returning\n");
547 const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl =
550 IWineD3DVertexDeclarationImpl_QueryInterface,
551 IWineD3DVertexDeclarationImpl_AddRef,
552 IWineD3DVertexDeclarationImpl_Release,
553 /* IWineD3DVertexDeclaration */
554 IWineD3DVertexDeclarationImpl_GetParent,
555 IWineD3DVertexDeclarationImpl_GetDevice,
556 IWineD3DVertexDeclarationImpl_GetDeclaration,
557 IWineD3DVertexDeclarationImpl_SetDeclaration