[D3D8] Add support for vertex shader (using ARB_vertex_program extension)

Christian Costa titan.costa at wanadoo.fr
Thu Apr 15 16:38:20 CDT 2004


Hi,

Here is a patch on which Jason (firstly) and I (secondly) have been 
working on.
It adds support for hardware vertex shader using the ARB_vertex_program 
OpenGL extension.
Mesa and ATI targets have been successfully.
NVidia one has not been tested yet though...

Bye,
Christian

Changelog:
Added support for vertex shader (using ARB_vertex_program extension)

Jason Edmeades <us at the-edmeades.demon.co.uk>
Christian Costa titan.costa at wanadoo.fr

-------------- next part --------------
Index: Makefile.in
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/Makefile.in,v
retrieving revision 1.11
diff -u -r1.11 Makefile.in
--- Makefile.in	27 Jan 2004 00:11:18 -0000	1.11
+++ Makefile.in	15 Apr 2004 19:15:29 -0000
@@ -3,7 +3,7 @@
 SRCDIR    = @srcdir@
 VPATH     = @srcdir@
 MODULE    = d3d8.dll
-IMPORTS   = user32 gdi32 kernel32
+IMPORTS   = user32 gdi32 kernel32 advapi32
 EXTRAINCL = @X_CFLAGS@
 EXTRALIBS = -ldxguid -luuid @X_LIBS@ @X_PRE_LIBS@ @XLIB@ @X_EXTRA_LIBS@ @OPENGL_LIBS@
 
Index: d3d8_main.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/d3d8_main.c,v
retrieving revision 1.14
diff -u -r1.14 d3d8_main.c
--- d3d8_main.c	5 Sep 2003 23:08:41 -0000	1.14
+++ d3d8_main.c	15 Apr 2004 19:15:29 -0000
@@ -22,6 +22,7 @@
 
 #include "windef.h"
 #include "winbase.h"
+#include "winreg.h"
 #include "wingdi.h"
 #include "winuser.h"
 #include "wine/debug.h"
@@ -34,6 +35,7 @@
 int num_lock = 0;
 void (*wine_tsx11_lock_ptr)(void) = NULL;
 void (*wine_tsx11_unlock_ptr)(void) = NULL;
+int vs_mode;
 
 HRESULT WINAPI D3D8GetSWInfo(void)
 {
@@ -64,18 +66,39 @@
 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
 {
     TRACE("D3D8 DLLMain Reason=%ld\n", fdwReason);
-       if (fdwReason == DLL_PROCESS_ATTACH)
-       {
-           HMODULE mod;
+    if (fdwReason == DLL_PROCESS_ATTACH)
+    {
+       HMODULE mod;
+       char buffer[32];
+       DWORD size = sizeof(buffer);
+       HKEY hkey = 0;
 
-           DisableThreadLibraryCalls(hInstDLL);
+       DisableThreadLibraryCalls(hInstDLL);
 
-           mod = GetModuleHandleA( "x11drv.dll" );
-           if (mod)
+       mod = GetModuleHandleA( "x11drv.dll" );
+       if (mod)
+       {
+           wine_tsx11_lock_ptr   = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
+           wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
+       }
+       if ( !RegOpenKeyA( HKEY_LOCAL_MACHINE, "Software\\Wine\\Wine\\d3d", &hkey) &&
+            !RegQueryValueExA( hkey, "vs_mode", 0, NULL, buffer, &size) )
+       {
+           if (!strcmp(buffer,"none"))
+           {
+               TRACE("Disable vertex shader\n");
+               vs_mode = VS_NONE;
+	   }
+	   else if (!strcmp(buffer,"emulation"))
            {
-               wine_tsx11_lock_ptr   = (void *)GetProcAddress( mod, "wine_tsx11_lock" );
-               wine_tsx11_unlock_ptr = (void *)GetProcAddress( mod, "wine_tsx11_unlock" );
+               TRACE("Force SW vertex shader\n");
+               vs_mode = VS_SW;
            }
+	   else {
+               TRACE("Allow HW vertex shader\n");
+               vs_mode = VS_HW;
+	   }
        }
+    }
     return TRUE;
 }
Index: d3d8_private.h
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/d3d8_private.h,v
retrieving revision 1.48
diff -u -r1.48 d3d8_private.h
--- d3d8_private.h	6 Jan 2004 22:08:34 -0000	1.48
+++ d3d8_private.h	15 Apr 2004 19:15:34 -0000
@@ -1,7 +1,8 @@
 /*
  * Direct3D 8 private include file
  *
- * Copyright 2002 Jason Edmeades
+ * Copyright 2002-2004 Jason Edmeades
+ *                2004 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -28,6 +29,7 @@
 /* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */
 #define XMD_H /* This is to prevent the Xmd.h inclusion bug :-/ */
 #include <GL/gl.h>
+#define GLX_GLXEXT_PROTOTYPES
 #include <GL/glx.h>
 #ifdef HAVE_GL_GLEXT_H
 # include <GL/glext.h>
@@ -64,6 +66,11 @@
 #include "winbase.h"
 #include "d3d8.h"
 
+extern int vs_mode;
+#define VS_NONE 0
+#define VS_HW   1
+#define VS_SW   2
+
 /* Device caps */
 #define MAX_PALETTES      256
 #define MAX_STREAMS       16
@@ -1198,6 +1205,10 @@
   UINT functionLength;
   DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
   DWORD version;
+  
+  /** fields for hw vertex shader use */
+  GLuint  prgId;
+
   /* run time datas */
   VSHADERDATA8* data;
   VSHADERINPUTDATA8 input;
@@ -1217,7 +1228,8 @@
 extern HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* This, VSHADERINPUTDATA8* input, VSHADEROUTPUTDATA8* output);
 /* temporary internal Interfaces */
 extern HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader);
-extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader,  DWORD SkipnStrides);
+extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputSW(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader,  DWORD SkipnStrides);
+extern HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Impl* This, IDirect3DVertexShaderImpl* vshader,  DWORD SkipnStrides);
 
 /* ------------------------ */
 /* IDirect3DPixelShaderImpl */
Index: d3dcore_gl.h
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/d3dcore_gl.h,v
retrieving revision 1.8
diff -u -r1.8 d3dcore_gl.h
--- d3dcore_gl.h	2 Apr 2004 23:26:52 -0000	1.8
+++ d3dcore_gl.h	15 Apr 2004 19:15:35 -0000
@@ -2,6 +2,7 @@
  * Direct3D gl definitions
  *
  * Copyright 2003 Raphael Junqueira
+ *           2004 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -206,6 +207,151 @@
 #define GL_DOT3_RGB_EXT                   0x8740
 #define GL_DOT3_RGBA_EXT                  0x8741
 #endif
+/* GL_ARB_vertex_program */
+#ifndef GL_ARB_vertex_program
+#define GL_ARB_vertex_program 1
+#define GL_VERTEX_PROGRAM_ARB             0x8620
+#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB  0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB    0x8643
+#define GL_COLOR_SUM_ARB                  0x8458
+#define GL_PROGRAM_FORMAT_ASCII_ARB       0x8875
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB   0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB   0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
+#define GL_CURRENT_VERTEX_ATTRIB_ARB      0x8626
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
+#define GL_PROGRAM_LENGTH_ARB             0x8627
+#define GL_PROGRAM_FORMAT_ARB             0x8876
+#define GL_PROGRAM_BINDING_ARB            0x8677
+#define GL_PROGRAM_INSTRUCTIONS_ARB       0x88A0
+#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB   0x88A1
+#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
+#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
+#define GL_PROGRAM_TEMPORARIES_ARB        0x88A4
+#define GL_MAX_PROGRAM_TEMPORARIES_ARB    0x88A5
+#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
+#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
+#define GL_PROGRAM_PARAMETERS_ARB         0x88A8
+#define GL_MAX_PROGRAM_PARAMETERS_ARB     0x88A9
+#define GL_PROGRAM_NATIVE_PARAMETERS_ARB  0x88AA
+#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
+#define GL_PROGRAM_ATTRIBS_ARB            0x88AC
+#define GL_MAX_PROGRAM_ATTRIBS_ARB        0x88AD
+#define GL_PROGRAM_NATIVE_ATTRIBS_ARB     0x88AE
+#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
+#define GL_PROGRAM_ADDRESS_REGISTERS_ARB  0x88B0
+#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
+#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
+#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
+#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
+#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
+#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
+#define GL_PROGRAM_STRING_ARB             0x8628
+#define GL_PROGRAM_ERROR_POSITION_ARB     0x864B
+#define GL_CURRENT_MATRIX_ARB             0x8641
+#define GL_TRANSPOSE_CURRENT_MATRIX_ARB   0x88B7
+#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
+#define GL_MAX_VERTEX_ATTRIBS_ARB         0x8869
+#define GL_MAX_PROGRAM_MATRICES_ARB       0x862F
+#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
+#define GL_PROGRAM_ERROR_STRING_ARB       0x8874
+#define GL_MATRIX0_ARB                    0x88C0
+#define GL_MATRIX1_ARB                    0x88C1
+#define GL_MATRIX2_ARB                    0x88C2
+#define GL_MATRIX3_ARB                    0x88C3
+#define GL_MATRIX4_ARB                    0x88C4
+#define GL_MATRIX5_ARB                    0x88C5
+#define GL_MATRIX6_ARB                    0x88C6
+#define GL_MATRIX7_ARB                    0x88C7
+#define GL_MATRIX8_ARB                    0x88C8
+#define GL_MATRIX9_ARB                    0x88C9
+#define GL_MATRIX10_ARB                   0x88CA
+#define GL_MATRIX11_ARB                   0x88CB
+#define GL_MATRIX12_ARB                   0x88CC
+#define GL_MATRIX13_ARB                   0x88CD
+#define GL_MATRIX14_ARB                   0x88CE
+#define GL_MATRIX15_ARB                   0x88CF
+#define GL_MATRIX16_ARB                   0x88D0
+#define GL_MATRIX17_ARB                   0x88D1
+#define GL_MATRIX18_ARB                   0x88D2
+#define GL_MATRIX19_ARB                   0x88D3
+#define GL_MATRIX20_ARB                   0x88D4
+#define GL_MATRIX21_ARB                   0x88D5
+#define GL_MATRIX22_ARB                   0x88D6
+#define GL_MATRIX23_ARB                   0x88D7
+#define GL_MATRIX24_ARB                   0x88D8
+#define GL_MATRIX25_ARB                   0x88D9
+#define GL_MATRIX26_ARB                   0x88DA
+#define GL_MATRIX27_ARB                   0x88DB
+#define GL_MATRIX28_ARB                   0x88DC
+#define GL_MATRIX29_ARB                   0x88DD
+#define GL_MATRIX30_ARB                   0x88DE
+#define GL_MATRIX31_ARB                   0x88DF
+typedef void (APIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (APIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (APIENTRY * PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
+typedef void (APIENTRY * PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
+typedef void (APIENTRY * PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRY * PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs);
+typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRY * PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRY * PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (APIENTRY * PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (APIENTRY * PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (APIENTRY * PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (APIENTRY * PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (APIENTRY * PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRY * PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string);
+typedef void (APIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRY * PFNGLISPROGRAMARBPROC) (GLuint program);
+#endif
 
 /*******
  * OpenGL Official Version 
@@ -334,6 +480,15 @@
     USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC,      glSecondaryColor3fEXT); \
     USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC,     glSecondaryColor3fvEXT); \
     USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT); \
+    /* GL_EXT_secondary_color */ \
+    USE_GL_FUNC(PFNGLGENPROGRAMSARBPROC,              glGenProgramsARB); \
+    USE_GL_FUNC(PFNGLBINDPROGRAMARBPROC,              glBindProgramARB); \
+    USE_GL_FUNC(PFNGLPROGRAMSTRINGARBPROC,            glProgramStringARB); \
+    USE_GL_FUNC(PFNGLDELETEPROGRAMSARBPROC,           glDeleteProgramsARB); \
+    USE_GL_FUNC(PFNGLPROGRAMENVPARAMETER4FVARBPROC,   glProgramEnvParameter4fvARB); \
+    USE_GL_FUNC(PFNGLVERTEXATTRIBPOINTERARBPROC,      glVertexAttribPointerARB); \
+    USE_GL_FUNC(PFNGLENABLEVERTEXATTRIBARRAYARBPROC,  glEnableVertexAttribArrayARB); \
+    USE_GL_FUNC(PFNGLDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
 
 #define GLX_EXT_FUNCS_GEN \
     /** GLX_VERSION_1_3 **/ \
Index: device.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/device.c,v
retrieving revision 1.100
diff -u -r1.100 device.c
--- device.c	30 Mar 2004 05:14:57 -0000	1.100
+++ device.c	15 Apr 2004 19:15:46 -0000
@@ -1248,7 +1248,7 @@
       return D3D_OK;
     }
 
-    TRACE("(%p) : expect crash newRender@%p newZStencil@%p\n", This, pRenderTarget, pNewZStencil);
+    FIXME("(%p) : expect crash newRender@%p newZStencil@%p\n", This, pRenderTarget, pNewZStencil);
 
     hr = IDirect3DDevice8Impl_ActiveRender(iface, pRenderTarget, pNewZStencil);
     
@@ -3920,6 +3920,9 @@
     TRACE_(d3d_shader)("(%p) : freing VertexShader %p\n", This, object);
     /* TODO: check validity of object */
     if (NULL != object->function) HeapFree(GetProcessHeap(), 0, (void *)object->function);
+    if (object->prgId != 0) {
+        GL_EXTCALL(glDeleteProgramsARB( 1, &object->prgId ));
+    }
     HeapFree(GetProcessHeap(), 0, (void *)object->data);
     HeapFree(GetProcessHeap(), 0, (void *)object);
     VertexShaders[Handle - VS_HIGHESTFIXEDFXF] = NULL;
Index: directx.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/directx.c,v
retrieving revision 1.59
diff -u -r1.59 directx.c
--- directx.c	30 Mar 2004 05:14:57 -0000	1.59
+++ directx.c	15 Apr 2004 19:15:49 -0000
@@ -1,7 +1,8 @@
 /*
  * IDirect3D8 implementation
  *
- * Copyright 2002 Jason Edmeades
+ * Copyright 2002-2004 Jason Edmeades
+ *                2004 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -313,6 +314,7 @@
     case D3DFMT_X8L8V8U8:
     case D3DFMT_L6V5U5:
     case D3DFMT_V8U8:
+    case D3DFMT_L8:
       /* Since we do not support these formats right now, don't pretend to. */
       return D3DERR_NOTAVAILABLE;
     default:
@@ -646,6 +648,7 @@
 
 #if defined(GL_EXT_texture_filter_anisotropic)
         glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
+        checkGLcall("glGetInterv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)");
         pCaps->MaxAnisotropy = gl_max;
 #else
         pCaps->MaxAnisotropy = 0;
@@ -668,13 +671,11 @@
     pCaps->MaxStreams = MAX_STREAMS;
     pCaps->MaxStreamStride = 1024;
 
-#if 1
-    pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
+    if (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode == VS_SW) || (DeviceType == D3DDEVTYPE_REF))
+        pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
+    else
+        pCaps->VertexShaderVersion = 0;
     pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
-#else
-    pCaps->VertexShaderVersion = 0;
-    pCaps->MaxVertexShaderConst = D3D8_VSHADER_MAX_CONSTANTS;
-#endif
 
 #if 0
     pCaps->PixelShaderVersion = D3DPS_VERSION(1,1);
Index: drawprim.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/drawprim.c,v
retrieving revision 1.16
diff -u -r1.16 drawprim.c
--- drawprim.c	6 Jan 2004 22:08:34 -0000	1.16
+++ drawprim.c	15 Apr 2004 19:15:53 -0000
@@ -1,8 +1,9 @@
 /*
  * D3D8 utils
  *
- * Copyright 2002-2003 Jason Edmeades
+ * Copyright 2002-2004 Jason Edmeades
  *                     Raphael Junqueira
+ *                2004 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -831,18 +832,30 @@
             if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
                 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+#if defined(GL_VERSION_1_3)
+                glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
+#else
                 glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
+#endif
                 continue;
             }
 
             if (coordIdx > 7) {
                 VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+#if defined(GL_VERSION_1_3)
+                glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
+#else
                 glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
+#endif
             } else if (sd->u.s.texCoords[coordIdx].lpData == NULL) {
                 VTRACE(("Bound texture but no texture coordinates supplied, so skipping\n"));
                 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+#if defined(GL_VERSION_1_3)
+                glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
+#else
                 glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
+#endif
             } else {
 
                 /* The coords to supply depend completely on the fvf / vertex shader */
@@ -866,7 +879,11 @@
     	    }
     	} else {
     	    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+#if defined(GL_VERSION_1_3)
+    	    glMultiTexCoord4f(GL_TEXTURE0 + textureNo, 0, 0, 0, 1);
+#else
     	    glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1);
+#endif
     	}
     } 
 
@@ -1280,7 +1297,7 @@
         }
 
         /* Fill the vertex shader input */
-        IDirect3DDeviceImpl_FillVertexShaderInput(This, vertex_shader, SkipnStrides);
+        IDirect3DDeviceImpl_FillVertexShaderInputSW(This, vertex_shader, SkipnStrides);
 
         /* Initialize the output fields to the same defaults as it would normally have */
         memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
@@ -1360,6 +1377,86 @@
     checkGLcall("glEnd and previous calls");
 }
 
+void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
+                     int PrimitiveType, ULONG NumPrimitives,
+                     const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
+
+    IDirect3DVertexShaderImpl* vertex_shader = NULL;
+    int                        i;
+    int                        NumVertexes;
+    int                        glPrimType;
+    int                        maxAttribs;
+
+    ICOM_THIS(IDirect3DDevice8Impl,iface);
+    TRACE("Drawing with hardware vertex shaders\n");
+
+    /* Retrieve the VS information */
+    vertex_shader = VERTEX_SHADER(This->StateBlock->VertexShader);
+
+    /* Enable the Vertex Shader */
+    GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_shader->prgId));
+    checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_shader->prgId);");
+    glEnable(GL_VERTEX_PROGRAM_ARB);
+    checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
+
+    /* Update the constants */
+    for (i=0; i<D3D8_VSHADER_MAX_CONSTANTS; i++) {
+        GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, i, (GLfloat *)&This->StateBlock->vertexShaderConstant[i]));
+        checkGLcall("glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB");
+    }
+
+    /* Set up the vertex.attr[n] inputs */
+    IDirect3DDeviceImpl_FillVertexShaderInputArbHW(This, vertex_shader, 0);
+
+    /* Ok, Work out which primitive is requested and how many vertexes that 
+       will be                                                              */
+    NumVertexes = primitiveToGl(PrimitiveType, NumPrimitives, &glPrimType);
+
+    /* Finally do the drawing */
+    if (idxData != NULL) {
+
+        TRACE("glElements(%x, %d, %ld, ...)\n", glPrimType, NumVertexes, minIndex);
+#if 1  /* FIXME: Want to use DrawRangeElements, but wrong calculation! */
+        glDrawElements(glPrimType, NumVertexes, idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT,
+                      (char *)idxData+(idxSize * startIdx));
+#else
+        glDrawRangeElements(glPrimType, minIndex, minIndex+NumVertexes-1, NumVertexes, 
+                      idxSize==2?GL_UNSIGNED_SHORT:GL_UNSIGNED_INT, 
+                      (char *)idxData+(idxSize * startIdx));
+#endif
+        checkGLcall("glDrawRangeElements");
+
+    } else {
+
+        /* Note first is now zero as we shuffled along earlier */
+        TRACE("glDrawArrays(%x, 0, %d)\n", glPrimType, NumVertexes);
+        glDrawArrays(glPrimType, 0, NumVertexes);
+        checkGLcall("glDrawArrays");
+
+    }
+    
+    {
+    GLint errPos;
+    glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
+    if (errPos != -1)
+        FIXME("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
+    }
+
+
+    /* Leave all the attribs disabled */
+    glGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
+    /* MESA does not support it right not */
+    if (glGetError() != GL_NO_ERROR)
+	maxAttribs = 16;
+    for (i=0; i<maxAttribs; i++) {
+        GL_EXTCALL(glDisableVertexAttribArrayARB(i));
+        checkGLcall("glDisableVertexAttribArrayARB(reg);");
+    }
+
+    /* Done */
+    glDisable(GL_VERTEX_PROGRAM_ARB);
+}
+
 /* Routine common to the draw primitive and draw indexed primitive routines */
 void drawPrimitive(LPDIRECT3DDEVICE8 iface,
                     int PrimitiveType, long NumPrimitives,
@@ -1378,7 +1475,8 @@
     BOOL                          isLightingOn = FALSE;
     Direct3DVertexStridedData     dataLocations;
     ICOM_THIS(IDirect3DDevice8Impl,iface);
-
+    int                           i;
+    int                           useHW = FALSE;
 
     /* Work out what the FVF should look like */
     rc = initializeFVF(iface, &fvf, &useVertexShaderFunction);
@@ -1389,6 +1487,11 @@
         vertex_shader = VERTEX_SHADER(This->UpdateStateBlock->VertexShader);
         memset(&vertex_shader->input, 0, sizeof(VSHADERINPUTDATA8));
 
+    	useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
+                 This->devType != D3DDEVTYPE_REF &&
+	         !This->StateBlock->renderstate[D3DRS_SOFTWAREVERTEXPROCESSING] &&
+		 vertex_shader->usage != D3DUSAGE_SOFTWAREPROCESSING);
+
         /** init Constants */
         if (TRUE == This->UpdateStateBlock->Changed.vertexShaderConstant) {
             TRACE_(d3d_shader)("vertex shader initializing constants\n");
@@ -1400,10 +1503,18 @@
     ENTER_GL();
 
     /* Setup transform matrices and sort out */
-    isLightingOn = primitiveInitState(iface, 
-                                      fvf & D3DFVF_XYZRHW, 
-                                      !(fvf & D3DFVF_NORMAL),
-                                      useVertexShaderFunction);
+    if (useHW) {
+	/* Lighting is not completely bypassed with ATI drivers although it should be. Mesa is ok from this respect...
+	   So make sure lighting is disabled. */
+	isLightingOn = glIsEnabled(GL_LIGHTING);
+        glDisable(GL_LIGHTING);
+        checkGLcall("glDisable(GL_LIGHTING);");
+        TRACE("Disabled lighting as no normals supplied, old state = %d\n", isLightingOn); 
+    } else
+        isLightingOn = primitiveInitState(iface, 
+                                          fvf & D3DFVF_XYZRHW, 
+                                          !(fvf & D3DFVF_NORMAL),
+                                          useVertexShaderFunction);
 
     /* Initialize all values to null */
     if (useVertexShaderFunction == FALSE) {
@@ -1434,15 +1545,33 @@
     /* Now initialize the materials state */
     init_materials(iface, (dataLocations.u.s.diffuse.lpData != NULL));
 
+    /* And re-upload any dirty textures */
+    for (i=0; i<GL_LIMITS(textures); i++) {
+        
+        if ((This->StateBlock->textures[i] != NULL) && 
+            (IDirect3DBaseTexture8Impl_IsDirty(This->StateBlock->textures[i])))
+        {
+            /* Load up the texture now */
+            IDirect3DTexture8Impl_PreLoad((LPDIRECT3DTEXTURE8) This->StateBlock->textures[i]);
+        }
+    }
+
     /* Now draw the graphics to the screen */
     if  (useVertexShaderFunction == TRUE) {
 
         /* Ideally, we should have software FV and hardware VS, possibly
            depending on the device type?                                 */
 
-        /* We will have to use the very, very slow emulation layer */
-        drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives, 
+        if (useHW) {
+            TRACE("Swap HW vertex shader\n");
+            drawStridedHardwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives, 
                         idxData, idxSize, minIndex, StartIdx);            
+	} else {
+            /* We will have to use the very, very slow emulation layer */
+            TRACE("Swap SW vertex shader\n");
+	    drawStridedSoftwareVS(iface, &dataLocations, PrimitiveType, NumPrimitives, 
+                        idxData, idxSize, minIndex, StartIdx);            
+        }
 
     } else if ((dataLocations.u.s.pSize.lpData        != NULL) || 
                (dataLocations.u.s.diffuse.lpData      != NULL) || 
Index: shader.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/shader.c,v
retrieving revision 1.18
diff -u -r1.18 shader.c
--- shader.c	1 Mar 2004 21:32:03 -0000	1.18
+++ shader.c	15 Apr 2004 19:15:57 -0000
@@ -2,6 +2,8 @@
  * shaders implementation
  *
  * Copyright 2002 Raphael Junqueira
+ *           2004 Jason Edmeades
+ *           2004 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -22,6 +24,7 @@
 
 #include <math.h>
 #include <stdarg.h>
+#include <stdio.h>
 
 #include "windef.h"
 #include "winbase.h"
@@ -43,7 +46,6 @@
 # define TRACE_VSVECTOR(name)
 #endif
 
-
 /**
  * DirectX9 SDK download
  *  http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
@@ -346,36 +348,37 @@
 
 /**
  * log, exp, frc, m*x* seems to be macros ins ... to see
+ *   Note opcode must be in uppercase if direct mapping to GL hw shaders
  */
 static CONST SHADER_OPCODE vshader_ins [] = {
-  {D3DSIO_NOP,  "nop",  0, vshader_nop, 0, 0},
-  {D3DSIO_MOV,  "mov",  2, vshader_mov, 0, 0},
-  {D3DSIO_ADD,  "add",  3, vshader_add, 0, 0},
-  {D3DSIO_SUB,  "sub",  3, vshader_sub, 0, 0},
-  {D3DSIO_MAD,  "mad",  4, vshader_mad, 0, 0},
-  {D3DSIO_MUL,  "mul",  3, vshader_mul, 0, 0},
-  {D3DSIO_RCP,  "rcp",  2, vshader_rcp, 0, 0},
-  {D3DSIO_RSQ,  "rsq",  2, vshader_rsq, 0, 0},
-  {D3DSIO_DP3,  "dp3",  3, vshader_dp3, 0, 0},
-  {D3DSIO_DP4,  "dp4",  3, vshader_dp4, 0, 0},
-  {D3DSIO_MIN,  "min",  3, vshader_min, 0, 0},
-  {D3DSIO_MAX,  "max",  3, vshader_max, 0, 0},
-  {D3DSIO_SLT,  "slt",  3, vshader_slt, 0, 0},
-  {D3DSIO_SGE,  "sge",  3, vshader_sge, 0, 0},
-  {D3DSIO_EXP,  "exp",  2, vshader_exp, 0, 0},
-  {D3DSIO_LOG,  "log",  2, vshader_log, 0, 0},
-  {D3DSIO_LIT,  "lit",  2, vshader_lit, 0, 0},
-  {D3DSIO_DST,  "dst",  3, vshader_dst, 0, 0},
-  {D3DSIO_LRP,  "lrp",  5, vshader_lrp, 0, 0},
-  {D3DSIO_FRC,  "frc",  2, vshader_frc, 0, 0},
-  {D3DSIO_M4x4, "m4x4", 3, vshader_m4x4, 0, 0},
-  {D3DSIO_M4x3, "m4x3", 3, vshader_m4x3, 0, 0},
-  {D3DSIO_M3x4, "m3x4", 3, vshader_m3x4, 0, 0},
-  {D3DSIO_M3x3, "m3x3", 3, vshader_m3x3, 0, 0},
-  {D3DSIO_M3x2, "m3x2", 3, vshader_m3x2, 0, 0},
+  {D3DSIO_NOP,  "NOP",  0, vshader_nop, 0, 0},
+  {D3DSIO_MOV,  "MOV",  2, vshader_mov, 0, 0},
+  {D3DSIO_ADD,  "ADD",  3, vshader_add, 0, 0},
+  {D3DSIO_SUB,  "SUB",  3, vshader_sub, 0, 0},
+  {D3DSIO_MAD,  "MAD",  4, vshader_mad, 0, 0},
+  {D3DSIO_MUL,  "MUL",  3, vshader_mul, 0, 0},
+  {D3DSIO_RCP,  "RCP",  2, vshader_rcp, 0, 0},
+  {D3DSIO_RSQ,  "RSQ",  2, vshader_rsq, 0, 0},
+  {D3DSIO_DP3,  "DP3",  3, vshader_dp3, 0, 0},
+  {D3DSIO_DP4,  "DP4",  3, vshader_dp4, 0, 0},
+  {D3DSIO_MIN,  "MIN",  3, vshader_min, 0, 0},
+  {D3DSIO_MAX,  "MAX",  3, vshader_max, 0, 0},
+  {D3DSIO_SLT,  "SLT",  3, vshader_slt, 0, 0},
+  {D3DSIO_SGE,  "SGE",  3, vshader_sge, 0, 0},
+  {D3DSIO_EXP,  "EXP",  2, vshader_exp, 0, 0},
+  {D3DSIO_LOG,  "LOG",  2, vshader_log, 0, 0},
+  {D3DSIO_LIT,  "LIT",  2, vshader_lit, 0, 0},
+  {D3DSIO_DST,  "DST",  3, vshader_dst, 0, 0},
+  {D3DSIO_LRP,  "LRP",  5, vshader_lrp, 0, 0},
+  {D3DSIO_FRC,  "FRC",  2, vshader_frc, 0, 0},
+  {D3DSIO_M4x4, "M4X4", 3, vshader_m4x4, 0, 0},
+  {D3DSIO_M4x3, "M4X3", 3, vshader_m4x3, 0, 0},
+  {D3DSIO_M3x4, "M3X4", 3, vshader_m3x4, 0, 0},
+  {D3DSIO_M3x3, "M3X3", 3, vshader_m3x3, 0, 0},
+  {D3DSIO_M3x2, "M3X2", 3, vshader_m3x2, 0, 0},
   /** FIXME: use direct access so add the others opcodes as stubs */
-  {D3DSIO_EXPP, "expp", 2, vshader_expp, 0, 0},
-  {D3DSIO_LOGP, "logp", 2, vshader_logp, 0, 0},
+  {D3DSIO_EXPP, "EXPP", 2, vshader_expp, 0, 0},
+  {D3DSIO_LOGP, "LOGP", 2, vshader_logp, 0, 0},
 
   {0, NULL, 0, NULL, 0, 0}
 };
@@ -393,6 +396,14 @@
   return NULL;
 }
 
+inline static BOOL vshader_is_version_token(DWORD token) {
+  return 0xFFFE0000 == (token & 0xFFFE0000);
+}
+
+inline static BOOL vshader_is_comment_token(DWORD token) {
+  return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
+}
+
 inline static void vshader_program_dump_param(const DWORD param, int input) {
   static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
   static const char swizzle_reg_chars[] = "xyzw";
@@ -463,18 +474,327 @@
   }
 }
 
-inline static BOOL vshader_is_version_token(DWORD token) {
-  return 0xFFFE0000 == (token & 0xFFFE0000);
-}
+inline static void vshader_program_add_param(const DWORD param, int input, char *hwLine) {
+  //static const char* rastout_reg_names[] = { "oPos", "oFog", "oPts" };
+  static const char* hwrastout_reg_names[] = { "result.position", "result.fogcoord", "result.pointsize" };
+  static const char swizzle_reg_chars[] = "xyzw";
 
-inline static BOOL vshader_is_comment_token(DWORD token) {
-  return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
+  DWORD reg = param & 0x00001FFF;
+  DWORD regtype = ((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT);
+  char  tmpReg[255];
+
+  if ((param & D3DSP_SRCMOD_MASK) == D3DSPSM_NEG) {
+      strcat(hwLine, " -");
+  } else {
+      strcat(hwLine, " ");
+  }
+  
+  switch (regtype << D3DSP_REGTYPE_SHIFT) {
+  case D3DSPR_TEMP:
+    sprintf(tmpReg, "T%lu", reg);
+    strcat(hwLine, tmpReg);
+    break;
+  case D3DSPR_INPUT:
+    sprintf(tmpReg, "vertex.attrib[%lu]", reg);
+    strcat(hwLine, tmpReg);
+    break;
+  case D3DSPR_CONST:
+    sprintf(tmpReg, "program.env[%lu]", reg);
+    strcat(hwLine, tmpReg);
+    break;
+  case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
+    sprintf(tmpReg, "A%lu", reg);
+    strcat(hwLine, tmpReg);
+    break;
+  case D3DSPR_RASTOUT:
+    sprintf(tmpReg, "%s", hwrastout_reg_names[reg]);
+    strcat(hwLine, tmpReg);
+    break;
+  case D3DSPR_ATTROUT:
+    if (reg==0) {
+       strcat(hwLine, "result.color.primary");
+    } else {
+       strcat(hwLine, "result.color.secondary");
+    }
+    break;
+  case D3DSPR_TEXCRDOUT:
+    sprintf(tmpReg, "result.texcoord[%lu]", reg);
+    strcat(hwLine, tmpReg);
+    break;
+  default:
+    break;
+  }
+
+  if (!input) {
+    /** operand output */
+    if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
+      strcat(hwLine, ".");
+      if (param & D3DSP_WRITEMASK_0) {
+          strcat(hwLine, "x");
+      }
+      if (param & D3DSP_WRITEMASK_1) {
+          strcat(hwLine, "y");
+      }
+      if (param & D3DSP_WRITEMASK_2) {
+          strcat(hwLine, "z");
+      }
+      if (param & D3DSP_WRITEMASK_3) {
+          strcat(hwLine, "w");
+      }
+    }
+  } else {
+    /** operand input */
+    DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
+    DWORD swizzle_x = swizzle & 0x03;
+    DWORD swizzle_y = (swizzle >> 2) & 0x03;
+    DWORD swizzle_z = (swizzle >> 4) & 0x03;
+    DWORD swizzle_w = (swizzle >> 6) & 0x03;
+    /**
+     * swizzle bits fields:
+     *  WWZZYYXX
+     */
+    if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) != swizzle) { /* ! D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
+      if (swizzle_x == swizzle_y && 
+	  swizzle_x == swizzle_z && 
+	  swizzle_x == swizzle_w) {
+        sprintf(tmpReg, ".%c", swizzle_reg_chars[swizzle_x]);
+        strcat(hwLine, tmpReg);
+      } else {
+        sprintf(tmpReg, ".%c%c%c%c", 
+		swizzle_reg_chars[swizzle_x], 
+		swizzle_reg_chars[swizzle_y], 
+		swizzle_reg_chars[swizzle_z], 
+		swizzle_reg_chars[swizzle_w]);
+        strcat(hwLine, tmpReg);
+      }
+    }
+  }
 }
 
+DWORD MacroExpansion[4*4];
+
+int ExpandMxMacro(DWORD macro_opcode, const DWORD* args) {
+  int i;
+  int nComponents = 0;
+  DWORD opcode =0;
+  switch(macro_opcode) {
+    case D3DSIO_M4x4:
+      nComponents = 4;
+      opcode = D3DSIO_DP4;
+      break;
+    case D3DSIO_M4x3:
+      nComponents = 3;
+      opcode = D3DSIO_DP4;
+      break;
+    case D3DSIO_M3x4:
+      nComponents = 4;
+      opcode = D3DSIO_DP3;
+      break;
+    case D3DSIO_M3x3:
+      nComponents = 3;
+      opcode = D3DSIO_DP3;
+      break;
+    case D3DSIO_M3x2:
+      nComponents = 2;
+      opcode = D3DSIO_DP3;
+      break;
+    default:
+      break;
+  }
+  for (i = 0; i < nComponents; i++) {
+    MacroExpansion[i*4+0] = opcode;
+    MacroExpansion[i*4+1] = ((*args) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
+    MacroExpansion[i*4+2] = *(args+1);
+    MacroExpansion[i*4+3] = (*(args+2))+i;
+  }
+  return nComponents;
+}	
+
 /**
  * Function parser ...
  */
-inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
+inline static VOID IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction) {
+  const DWORD* pToken = pFunction;
+  const DWORD* pSavedToken = NULL;
+  const SHADER_OPCODE* curOpcode = NULL;
+  int nRemInstr = -1;
+  DWORD len = 0;  
+  DWORD i;
+  char *pgmStr = NULL;
+  char  tmpLine[255];
+  IDirect3DDevice8Impl* This = vshader->device;
+
+  pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
+
+  if (NULL != pToken) {
+    while (D3DVS_END() != *pToken) {
+      tmpLine[0] = 0;
+
+      if ((nRemInstr >= 0) && (--nRemInstr == -1))
+        /* Macro is finished, continue normal path */ 
+        pToken = pSavedToken;
+
+      if (vshader_is_version_token(*pToken)) { /** version */
+
+        /* Extract version *10 into integer value (ie. 1.0 == 10, 1.1==11 etc */
+        int version = (((*pToken >> 8) & 0x0F) * 10) + (*pToken & 0x0F);
+        int numTemps;
+
+	TRACE("vs.%lu.%lu;\n", (*pToken >> 8) & 0x0F, (*pToken & 0x0F));
+
+        /* Each release of vertex shaders has had different numbers of temp registers */
+        switch (version) {
+        case 10:
+        case 11: numTemps=12; 
+                 strcpy(tmpLine, "!!ARBvp1.0\n");
+                 TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
+                 break;
+        case 20: numTemps=12;
+                 strcpy(tmpLine, "!!ARBvp2.0\n");
+                 FIXME("No work done yet to support vs2.0 in hw\n");
+                 TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
+                 break;
+        case 30:  numTemps=32; 
+                 strcpy(tmpLine, "!!ARBvp3.0\n");
+                 FIXME("No work done yet to support vs3.0 in hw\n");
+                 TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
+                 break;
+        default:
+                 numTemps=12;
+                 strcpy(tmpLine, "!!ARBvp1.0\n");
+                 FIXME("Unrecognized vertex shader version!\n");
+        }
+        strcat(pgmStr,tmpLine);
+
+        for (i=0;i<numTemps;i++) {
+            sprintf(tmpLine, "TEMP T%ld;\n", i);
+            TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
+            strcat(pgmStr,tmpLine);
+        }
+
+	++pToken;
+	++len;
+	continue;
+      } 
+      if (vshader_is_comment_token(*pToken)) { /** comment */
+	DWORD comment_len = (*pToken & D3DSI_COMMENTSIZE_MASK) >> D3DSI_COMMENTSIZE_SHIFT;
+	++pToken;
+	/*TRACE("comment[%ld] ;%s\n", comment_len, (char*)pToken);*/
+	pToken += comment_len;
+	len += comment_len + 1;
+	continue;
+      }
+      curOpcode = vshader_program_get_opcode(*pToken);
+      ++pToken;
+      ++len;
+      if (NULL == curOpcode) {
+	/* unkown current opcode ... */
+	while (*pToken & 0x80000000) {
+	  TRACE("unrecognized opcode: %08lx\n", *pToken);
+	  ++pToken;
+	  ++len;
+	}
+      } else {
+	TRACE("%s ", curOpcode->name);
+
+        /* Build opcode for GL vertex_program */
+        switch (curOpcode->opcode) {
+        case D3DSIO_MOV:
+        case D3DSIO_ADD: 
+        case D3DSIO_SUB: 
+        case D3DSIO_MAD: 
+        case D3DSIO_MUL: 
+        case D3DSIO_RCP: 
+        case D3DSIO_RSQ: 
+        case D3DSIO_DP3: 
+        case D3DSIO_DP4: 
+        case D3DSIO_MIN: 
+        case D3DSIO_MAX: 
+        case D3DSIO_SLT: 
+        case D3DSIO_SGE:
+        case D3DSIO_LIT: 
+        case D3DSIO_DST:
+        case D3DSIO_FRC:
+            strcpy(tmpLine, curOpcode->name); 
+            break;
+
+        case D3DSIO_EXPP:
+            strcpy(tmpLine, "EXP"); 
+            break;
+        case D3DSIO_LOGP:
+            strcpy(tmpLine, "LOG"); 
+            break;
+        case D3DSIO_EXP: 
+            strcpy(tmpLine, "EX2"); 
+            break;
+        case D3DSIO_LOG: 
+            strcpy(tmpLine, "LG2"); 
+            break;
+
+        case D3DSIO_M4x4:
+        case D3DSIO_M4x3:
+        case D3DSIO_M3x4:
+        case D3DSIO_M3x3:
+        case D3DSIO_M3x2:
+            /* Expand the macro and get number of generated instruction */
+            nRemInstr = ExpandMxMacro(curOpcode->opcode, pToken);
+            /* Save point to next instruction */
+            pSavedToken = pToken + 3;
+            /* Execute expanded macro */
+            pToken = MacroExpansion;
+            continue;
+
+        default:
+            FIXME("Cant handle opcode %s in hwShader\n", curOpcode->name);
+        }
+
+	if (curOpcode->num_params > 0) {
+	  vshader_program_add_param(*pToken, 0, tmpLine);
+          
+	  ++pToken;
+	  ++len;
+	  for (i = 1; i < curOpcode->num_params; ++i) {
+	    TRACE(", ");
+            strcat(tmpLine, ",");
+	    vshader_program_add_param(*pToken, 1, tmpLine);
+	    ++pToken;
+	    ++len;
+	  }
+	}
+	TRACE("\n");
+        strcat(tmpLine,";\n");
+        TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
+        strcat(pgmStr, tmpLine);
+      }
+    }
+    vshader->functionLength = (len + 1) * sizeof(DWORD);
+    strcpy(tmpLine, "END\n"); 
+    TRACE("GL HW (%u) : %s", strlen(pgmStr), tmpLine); /* Dont add /n to this line as already in tmpLine */
+    strcat(pgmStr, tmpLine);
+  } else {
+    vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
+  }
+  
+
+  /*  Create the hw shader */
+  GL_EXTCALL(glGenProgramsARB(1, &vshader->prgId));
+  TRACE("Creating a hw vertex shader, prg=%d\n", vshader->prgId);
+
+  GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vshader->prgId));
+
+  /* Create the program and check for errors */
+  GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr), pgmStr));
+  if ( glGetError() == GL_INVALID_OPERATION) {
+      GLint errPos;
+      glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
+      FIXME("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
+      vshader->prgId = -1;
+  }
+  
+  HeapFree(GetProcessHeap(), 0, pgmStr);
+}
+
+inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderImpl* vshader, CONST DWORD* pFunction, int useHW) {
   const DWORD* pToken = pFunction;
   const SHADER_OPCODE* curOpcode = NULL;
   DWORD len = 0;  
@@ -526,8 +846,12 @@
   } else {
     vshader->functionLength = 1; /* no Function defined use fixed function vertex processing */
   }
-  /* copy the function ... because it will certainly be released by application */
 
+  /* Generate HW shader in needed */
+  if (useHW)
+    IDirect3DVertexShaderImpl_GenerateProgramArbHW(vshader, pFunction);
+  
+  /* copy the function ... because it will certainly be released by application */
   if (NULL != pFunction) {
     vshader->function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, vshader->functionLength);
     memcpy(vshader->function, pFunction, vshader->functionLength);
@@ -538,7 +862,8 @@
 
 HRESULT WINAPI IDirect3DDeviceImpl_CreateVertexShader(IDirect3DDevice8Impl* This, CONST DWORD* pFunction, DWORD Usage, IDirect3DVertexShaderImpl** ppVertexShader) {
   IDirect3DVertexShaderImpl* object;
-
+  int useHW;
+  
   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderImpl));
   if (NULL == object) {
     *ppVertexShader = NULL;
@@ -550,8 +875,12 @@
   
   object->usage = Usage;
   object->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(VSHADERDATA8));
-    
-  IDirect3DVertexShaderImpl_ParseProgram(object, pFunction);
+
+  useHW = (((vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) &&
+            This->devType != D3DDEVTYPE_REF &&
+            object->usage != D3DUSAGE_SOFTWAREPROCESSING);
+  
+  IDirect3DVertexShaderImpl_ParseProgram(object, pFunction, useHW);
 
   *ppVertexShader = object;
   return D3D_OK;
@@ -633,7 +962,7 @@
 	  TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
 	}
 	TRACE("unrecognized opcode param: pos=%d token=%08lX what=", pToken - vshader->function, *pToken);
-	vshader_program_dump_param(*pToken, i);
+	vshader_program_add_param(*pToken, i, NULL); /* Add function just used for trace error scenario */
 	TRACE("\n");
 	++i;
 	++pToken;
Index: vshaderdeclaration.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/vshaderdeclaration.c,v
retrieving revision 1.6
diff -u -r1.6 vshaderdeclaration.c
--- vshaderdeclaration.c	19 Sep 2003 00:07:34 -0000	1.6
+++ vshaderdeclaration.c	15 Apr 2004 19:15:58 -0000
@@ -2,6 +2,8 @@
  * vertex shaders declaration implementation
  *
  * Copyright 2002 Raphael Junqueira
+ *           2004 Jason Edmeades
+ *           2004 Christian Costa
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
@@ -201,6 +203,7 @@
   TRACE("(%p) :  pDeclaration8(%p)\n", This, pDeclaration8);
 
   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVertexShaderDeclarationImpl));
+
   /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
   object->device = This; /* FIXME: AddRef(This) */
   object->ref = 1;
@@ -376,10 +379,9 @@
   return D3D_OK;
 }
 
-
-HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInput(IDirect3DDevice8Impl* This,
-							 IDirect3DVertexShaderImpl* vshader,	 
-							 DWORD SkipnStrides) {
+HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputSW(IDirect3DDevice8Impl* This,
+							   IDirect3DVertexShaderImpl* vshader,	 
+							   DWORD SkipnStrides) {
   /** parser data */
   const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
   DWORD stream = 0;
@@ -564,6 +566,149 @@
   return D3D_OK;
 }
 
+HRESULT WINAPI IDirect3DDeviceImpl_FillVertexShaderInputArbHW(IDirect3DDevice8Impl* This,
+							      IDirect3DVertexShaderImpl* vshader,	 
+							      DWORD SkipnStrides) {
+  /** parser data */
+  const DWORD* pToken = This->UpdateStateBlock->vertexShaderDecl->pDeclaration8;
+  DWORD stream = 0;
+  DWORD token;
+  /*DWORD tokenlen;*/
+  DWORD tokentype;
+  /** for input readers */
+  const char* curPos = NULL;
+  int skip = 0;
+
+  TRACE("(%p) - This:%p, skipstrides=%lu\n", vshader, This, SkipnStrides);
+
+  while (D3DVSD_END() != *pToken) {
+    token = *pToken;
+    tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
+    
+    /** FVF generation block */
+    if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
+      IDirect3DVertexBuffer8* pVB;
+
+      ++pToken;
+      /** 
+       * how really works streams, 
+       *  in DolphinVS dx8 dsk sample use it !!!
+       */
+      stream = ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
+      skip = This->StateBlock->stream_stride[stream];
+      pVB  = This->StateBlock->stream_source[stream];
+      
+      if (NULL == pVB) {
+	  ERR("using unitialised stream[%lu]\n", stream);
+	  return D3DERR_INVALIDCALL;
+      } else {
+          if (This->StateBlock->streamIsUP == TRUE) {
+              curPos = ((char *) pVB) + (SkipnStrides * skip);   /* Not really a VB */
+          } else {
+              curPos = ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory + (SkipnStrides * skip);
+          }
+	  
+	  TRACE(" using stream[%lu] with %p (%p + (Stride %d * skip %ld))\n", stream, curPos, 
+                 ((IDirect3DVertexBuffer8Impl*) pVB)->allocatedMemory, skip, SkipnStrides);
+      }
+    } else if (D3DVSD_TOKEN_CONSTMEM == tokentype) {
+      /** Const decl */
+      DWORD i;
+      DWORD count        = ((token & D3DVSD_CONSTCOUNTMASK)   >> D3DVSD_CONSTCOUNTSHIFT);
+      DWORD constaddress = ((token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
+
+      ++pToken;
+      for (i = 0; i < count; ++i) {
+        FIXME("Confirm this is correct handling of consts inside the hw vertex shader\n");
+        GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, constaddress+i, (GLfloat *)pToken));
+	vshader->data->C[constaddress + i].x = *(float*)pToken;
+	vshader->data->C[constaddress + i].y = *(float*)(pToken + 1);
+	vshader->data->C[constaddress + i].z = *(float*)(pToken + 2);
+	vshader->data->C[constaddress + i].w = *(float*)(pToken + 3);
+	pToken += 4;
+      }
+
+    } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 != (0x10000000 & tokentype)) {
+      /** skip datas */
+      DWORD skipCount = ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
+      TRACE(" skipping %ld dwords\n", skipCount);
+      curPos = curPos + skipCount * sizeof(DWORD);
+      ++pToken;
+
+    } else if (D3DVSD_TOKEN_STREAMDATA == tokentype && 0 == (0x10000000 & tokentype)) {
+      DWORD type = ((token & D3DVSD_DATATYPEMASK)  >> D3DVSD_DATATYPESHIFT);
+      DWORD reg  = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
+      ++pToken;
+
+      TRACE(" type : %ld, reg = %ld\n", type, reg);
+      switch (type) {
+      case D3DVSDT_FLOAT1:
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 1, skip, curPos);
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 1, GL_FLOAT, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + sizeof(float);
+	  break;
+
+      case D3DVSDT_FLOAT2:
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 2, skip, curPos);
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 2, GL_FLOAT, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 2*sizeof(float);
+	  break;
+
+      case D3DVSDT_FLOAT3: 
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 3, skip, curPos);
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 3, GL_FLOAT, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 3*sizeof(float);
+	  break;
+
+      case D3DVSDT_FLOAT4: 
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 4, skip, curPos);
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_FLOAT, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 4*sizeof(float);
+	  break;
+
+      case D3DVSDT_D3DCOLOR: 
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 4, skip, curPos);
+          FIXME("D3DVSDT_D3DCOLOR in hw shader - To confirm\n");
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 4*sizeof(BYTE);
+	  break;
+
+      case D3DVSDT_SHORT2: 
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 2, skip, curPos);
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 2, GL_UNSIGNED_SHORT, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 2*sizeof(short int);
+	  break;
+
+      case D3DVSDT_SHORT4: 
+          TRACE("HW VS glVertexAttribPointerARB(reg=%ld,num=%d,skip=%d,ptr=%p)\n", reg, 1, skip, curPos);
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_SHORT, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 4*sizeof(short int);
+	  break;
+
+      case D3DVSDT_UBYTE4: 
+          FIXME("D3DVSDT_UBYTE4 in hw shader - To confirm\n");
+          GL_EXTCALL(glVertexAttribPointerARB(reg, 4, GL_UNSIGNED_BYTE, GL_FALSE, skip, curPos));
+          GL_EXTCALL(glEnableVertexAttribArrayARB(reg));
+          curPos = curPos + 4*sizeof(BYTE);
+	  break;
+
+      default: /** errooooorr what to do ? */
+	ERR("Error in VertexShader declaration of %s register: unsupported type %s\n", VertexShaderDeclRegister[reg], VertexShaderDeclDataTypes[type]);
+      }
+    }
+
+  }
+  /* here D3DVSD_END() */
+  return D3D_OK;
+}
+
 HRESULT WINAPI IDirect3DVertexShaderDeclarationImpl_GetDeclaration8(IDirect3DVertexShaderDeclarationImpl* This, DWORD* pData, UINT* pSizeOfData) {
   if (NULL == pData) {
     *pSizeOfData = This->declaration8Length;
@@ -577,3 +722,4 @@
   memcpy(pData, This->pDeclaration8, This->declaration8Length);
   return D3D_OK;
 }
+


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