return tokenlen;
}
+DWORD IWineD3DVertexDeclarationImpl_ParseToken9(const D3DVERTEXELEMENT9* pToken);
+
HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl* This, const DWORD* pDecl, IWineD3DVertexDeclarationImpl* object) {
const DWORD* pToken = pDecl;
DWORD fvf = 0;
DWORD token;
DWORD tokenlen;
DWORD tokentype;
+ DWORD nTokens = 0;
+ D3DVERTEXELEMENT9 convTo9[128];
TRACE("(%p) : pDecl(%p)\n", This, pDecl);
token = *pToken;
tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
-
+
/** FVF generation block */
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
/**
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].UsageIndex = 0;
+ convTo9[nTokens].Type = D3DDECLTYPE_UNUSED;
+
switch (reg) {
case D3DVSDE_POSITION:
+ convTo9[nTokens].Usage = D3DDECLUSAGE_POSITION;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_XYZ; break;
case D3DVSDT_FLOAT4: fvf |= D3DFVF_XYZRHW; break;
break;
case D3DVSDE_BLENDWEIGHT:
+ convTo9[nTokens].Usage = D3DDECLUSAGE_BLENDWEIGHT;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_XYZB1; break;
case D3DVSDT_FLOAT2: fvf |= D3DFVF_XYZB2; break;
break;
case D3DVSDE_BLENDINDICES: /* seem to be B5 as said in MSDN Dx9SDK ?? */
+ convTo9[nTokens].Usage = D3DDECLUSAGE_BLENDINDICES;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_UBYTE4: fvf |= D3DFVF_LASTBETA_UBYTE4; break;
default:
break;
case D3DVSDE_NORMAL: /* TODO: only FLOAT3 supported ... another choice possible ? */
+ convTo9[nTokens].Usage = D3DDECLUSAGE_NORMAL;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT3: fvf |= D3DFVF_NORMAL; break;
default:
break;
case D3DVSDE_PSIZE: /* TODO: only FLOAT1 supported ... another choice possible ? */
+ convTo9[nTokens].Usage = D3DDECLUSAGE_PSIZE;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_PSIZE; break;
default:
break;
case D3DVSDE_DIFFUSE: /* TODO: only D3DCOLOR supported */
+ convTo9[nTokens].Usage = D3DDECLUSAGE_COLOR;
+ convTo9[nTokens].UsageIndex = 0;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_DIFFUSE; break;
default:
break;
case D3DVSDE_SPECULAR: /* TODO: only D3DCOLOR supported */
+ convTo9[nTokens].Usage = D3DDECLUSAGE_COLOR;
+ convTo9[nTokens].UsageIndex = 1;
+ convTo9[nTokens].Type = type;
switch (type) {
case D3DVSDT_D3DCOLOR: fvf |= D3DFVF_SPECULAR; break;
default:
/* Fixme? - assume all tex coords in same stream */
{
int texNo = 1 + (reg - D3DVSDE_TEXCOORD0);
+ convTo9[nTokens].Usage = D3DDECLUSAGE_TEXCOORD;
+ convTo9[nTokens].UsageIndex = texNo;
+ convTo9[nTokens].Type = type;
tex = max(tex, texNo);
switch (type) {
case D3DVSDT_FLOAT1: fvf |= D3DFVF_TEXCOORDSIZE1(texNo); break;
break;
case D3DVSDE_POSITION2: /* maybe D3DFVF_XYZRHW instead D3DFVF_XYZ (of D3DVDE_POSITION) ... to see */
- case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
+ case D3DVSDE_NORMAL2: /* FIXME i don't know what to do here ;( */
FIXME("[%lu] registers in VertexShader declaration not supported yet (token:0x%08lx)\n", reg, token);
break;
}
TRACE("VertexShader declaration define %lx as current FVF\n", fvf);
}
+ ++nTokens;
len += tokenlen;
pToken += tokenlen;
}
/* here D3DVSD_END() */
len += IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
-
+
+ convTo9[nTokens].Stream = 0xFF;
+ convTo9[nTokens].Type = D3DDECLTYPE_UNUSED;
+
/* copy fvf if valid */
if (FALSE == invalid_fvf) {
fvf |= tex << D3DFVF_TEXCOUNT_SHIFT;
/* copy the declaration */
object->pDeclaration8 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->declaration8Length);
memcpy(object->pDeclaration8, pDecl, object->declaration8Length);
+
+ /* compute convTo9 size */
+ object->declaration9NumElements = nTokens;
+ /* copy the convTo9 declaration */
+ object->pDeclaration9 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nTokens * sizeof(D3DVERTEXELEMENT9));
+ memcpy(object->pDeclaration9, convTo9, nTokens * sizeof(D3DVERTEXELEMENT9));
+
+ {
+ D3DVERTEXELEMENT9* pIt = object->pDeclaration9;
+ TRACE("dumping of D3D9 Convertion:\n");
+ while (0xFF != pIt->Stream) {
+ IWineD3DVertexDeclarationImpl_ParseToken9(pIt);
+ ++pIt;
+ }
+ IWineD3DVertexDeclarationImpl_ParseToken9(pIt);
+ }
+
/* returns */
return D3D_OK;
}