/*********************************************************************************** Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com), Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2002 - 2004 Matthew Kendora (c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org) (c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/) (c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca), Kris Bleakley (codeviolation@hotmail.com) (c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net), Nach (n-a-c-h@users.sourceforge.net), (c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com) (c) Copyright 2006 - 2007 nitsuja (c) Copyright 2009 - 2017 BearOso, OV2 (c) Copyright 2017 qwertymodo (c) Copyright 2011 - 2017 Hans-Kristian Arntzen, Daniel De Matteis (Under no circumstances will commercial rights be given) BS-X C emulator code (c) Copyright 2005 - 2006 Dreamer Nom, zones C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com), Nach, zsKnight (zsknight@zsnes.com) C4 C++ code (c) Copyright 2003 - 2006 Brad Jorsch, Nach DSP-1 emulator code (c) Copyright 1998 - 2006 _Demo_, Andreas Naive (andreasnaive@gmail.com), Gary Henderson, Ivar (ivar@snes9x.com), John Weidman, Kris Bleakley, Matthew Kendora, Nach, neviksti (neviksti@hotmail.com) DSP-2 emulator code (c) Copyright 2003 John Weidman, Kris Bleakley, Lord Nightmare (lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti DSP-3 emulator code (c) Copyright 2003 - 2006 John Weidman, Kris Bleakley, Lancer, z80 gaiden DSP-4 emulator code (c) Copyright 2004 - 2006 Dreamer Nom, John Weidman, Kris Bleakley, Nach, z80 gaiden OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com), Kris Bleakley Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code used in 1.39-1.51 (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, Dark Force SPC7110 and RTC C++ emulator code used in 1.52+ (c) Copyright 2009 byuu, neviksti S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive, John Weidman S-RTC C emulator code (c) Copyright 2001 - 2006 byuu, John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, John Weidman, Kris Bleakley, Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 _Demo_, pagefault, zsKnight Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson, John Weidman Sound emulator code used in 1.5-1.51 (c) Copyright 1998 - 2003 Brad Martin (c) Copyright 1998 - 2006 Charles Bilyue' Sound emulator code used in 1.52+ (c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com) S-SMP emulator code used in 1.54+ (c) Copyright 2016 byuu SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) 2xSaI filter (c) Copyright 1999 - 2001 Derek Liauw Kie Fa HQ2x, HQ3x, HQ4x filters (c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com) NTSC filter (c) Copyright 2006 - 2007 Shay Green GTK+ GUI code (c) Copyright 2004 - 2017 BearOso Win32 GUI code (c) Copyright 2003 - 2006 blip, funkyass, Matthew Kendora, Nach, nitsuja (c) Copyright 2009 - 2017 OV2 Mac OS GUI code (c) Copyright 1998 - 2001 John Stiles (c) Copyright 2001 - 2011 zones Libretro port (c) Copyright 2011 - 2017 Hans-Kristian Arntzen, Daniel De Matteis (Under no circumstances will commercial rights be given) Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com/ Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies. ***********************************************************************************/ #include "CD3DCG.h" #include "wsnes9x.h" #include "win32_display.h" #include "snes9x.h" #include #include #include "CDirect3D.h" #ifndef max #define max(a, b) (((a) > (b)) ? (a) : (b)) #endif static float npot(float desired) { float out=512.0; while(outcgContext = cgContext; this->pDevice = pDevice; ClearPasses(); frameCnt=0; } CD3DCG::~CD3DCG(void) { LoadShader(NULL); } void CD3DCG::ClearPasses() { /* clean up cg programs, vertex buffers/declarations and textures from all regular passes. pass 0 is the orignal texture, so ignore that */ if(shaderPasses.size()>1) { for(std::vector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) { if(it->cgFragmentProgram) cgDestroyProgram(it->cgFragmentProgram); if(it->cgVertexProgram) cgDestroyProgram(it->cgVertexProgram); if(it->tex) it->tex->Release(); if(it->vertexBuffer) it->vertexBuffer->Release(); if(it->vertexDeclaration) it->vertexDeclaration->Release(); } } for(std::vector::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) { if(it->tex) it->tex->Release(); } for(std::deque::iterator it=prevPasses.begin();it!=prevPasses.end();it++) { if(it->tex) it->tex->Release(); if(it->vertexBuffer) it->vertexBuffer->Release(); } prevPasses.clear(); shaderPasses.clear(); lookupTextures.clear(); // prevPasses deque is always filled with PREV + PREV1-6 elements prevPasses.resize(7); shaderLoaded = false; } void CD3DCG::OnLostDevice() { /* release all non-managed textures so the device can reset - will be recreated when required */ if(shaderPasses.size()>1) { for(std::vector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) { if(it->tex) { it->tex->Release(); it->tex = NULL; } } } } void CD3DCG::OnResetDevice() { } void CD3DCG::checkForCgError(const char *situation) { char buffer[4096]; CGerror error = cgGetError(); const char *string = cgGetErrorString(error); if (error != CG_NO_ERROR) { sprintf(buffer, "Situation: %s\n" "Error: %s\n\n" "Cg compiler output...\n", situation, string); MessageBoxA(0, buffer, "Cg error", MB_OK|MB_ICONEXCLAMATION); if (error == CG_COMPILER_ERROR) { MessageBoxA(0, cgGetLastListing(cgContext), "Cg compilation error", MB_OK|MB_ICONEXCLAMATION); } } } bool CD3DCG::LoadShader(const TCHAR *shaderFile) { CCGShader cgShader; TCHAR shaderPath[MAX_PATH]; TCHAR tempPath[MAX_PATH]; HRESULT hr; GLenum error; ClearPasses(); if (shaderFile == NULL || *shaderFile==TEXT('\0')) return true; lstrcpy(shaderPath, shaderFile); ReduceToPath(shaderPath); SetCurrentDirectory(shaderPath); if(!cgShader.LoadShader(_tToChar(shaderFile))) return false; CGprofile vertexProfile = cgD3D9GetLatestVertexProfile(); CGprofile pixelProfile = cgD3D9GetLatestPixelProfile(); const char** vertexOptions = cgD3D9GetOptimalOptions(vertexProfile); const char** pixelOptions = cgD3D9GetOptimalOptions(pixelProfile); shaderPasses.push_back(shaderPass()); for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin(); it!=cgShader.shaderPasses.end();it++) { shaderPass pass; pass.scaleParams = it->scaleParams; /* if this is the last pass (the only one that can have CG_SCALE_NONE) and no filter has been set use the GUI setting */ if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) { pass.linearFilter = Settings.BilinearFilter; } else { pass.linearFilter = it->linearFilter; } pass.frameCounterMod = it->frameCounterMod; pass.useFloatTex = it->floatFbo; // paths in the meta file can be relative _tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH); char *fileContents = ReadShaderFileContents(tempPath); if(!fileContents) return false; // individual shader might include files, these should be relative to shader ReduceToPath(tempPath); SetCurrentDirectory(tempPath); pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents, vertexProfile, "main_vertex", vertexOptions); checkForCgError("Compiling vertex program"); pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents, pixelProfile, "main_fragment", pixelOptions); checkForCgError("Compiling fragment program"); // set path back for next pass SetCurrentDirectory(shaderPath); delete [] fileContents; if(!pass.cgVertexProgram || !pass.cgFragmentProgram) { return false; } if(pass.cgVertexProgram) { hr = cgD3D9LoadProgram(pass.cgVertexProgram,false,0); } checkForCgError("Loading vertex program"); if(pass.cgFragmentProgram) { hr = cgD3D9LoadProgram(pass.cgFragmentProgram,false,0); } checkForCgError("Loading fragment program"); /* generate vertex buffer */ hr = pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&pass.vertexBuffer,NULL); if(FAILED(hr)) { pass.vertexBuffer = NULL; DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr); return false; } /* set up vertex declarations for the pass, this also creates the vertex declaration */ setupVertexDeclaration(pass); shaderPasses.push_back(pass); } for(std::vector::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) { lookupTexture tex; strcpy(tex.id,it->id); tex.linearFilter = it->linearfilter; _tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH); hr = D3DXCreateTextureFromFileEx( pDevice, tempPath, D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_FROM_FILE, D3DPOOL_MANAGED, it->linearfilter?D3DX_FILTER_LINEAR:D3DX_FILTER_POINT, 0, 0, NULL, NULL, &tex.tex); if FAILED(hr){ tex.tex = NULL; } lookupTextures.push_back(tex); } shaderLoaded = true; return true; } void CD3DCG::ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, D3DXVECTOR2 &texSize, D3DXVECTOR2 wantedSize,bool renderTarget,bool useFloat) { HRESULT hr; if(!tex || texSize != wantedSize) { if(tex) tex->Release(); hr = pDevice->CreateTexture( wantedSize.x, wantedSize.y, 1, // 1 level, no mipmaps renderTarget?D3DUSAGE_RENDERTARGET:0, renderTarget?(useFloat?D3DFMT_A32B32G32R32F:D3DFMT_A8R8G8B8):D3DFMT_R5G6B5, renderTarget?D3DPOOL_DEFAULT:D3DPOOL_MANAGED, // render targets cannot be managed &tex, NULL ); texSize = wantedSize; if(FAILED(hr)) { DXTRACE_ERR_MSGBOX(TEXT("Error while creating texture"), hr); return; } } } void CD3DCG::setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer, D3DXVECTOR2 inputSize,D3DXVECTOR2 textureSize,D3DXVECTOR2 outputSize) { float tX = inputSize.x / textureSize.x; float tY = inputSize.y / textureSize.y; VERTEX vertexStream[4]; /* vertex is POSITION, TEXCOORD, LUT TEXCOORD */ vertexStream[0] = VERTEX(0.0f,0.0f,0.0f, 0.0f,tY, 0.0f,1.0f); vertexStream[1] = VERTEX(0.0f,1.0f,0.0f, 0.0f,0.0f, 0.0f,0.0f); vertexStream[2] = VERTEX(1.0f,0.0f,0.0f, tX,tY, 1.0f,1.0f); vertexStream[3] = VERTEX(1.0f,1.0f,0.0f, tX,0.0f, 1.0f,0.0f); // offset coordinates to correct pixel/texture alignment for(int i=0;i<4;i++) { vertexStream[i].x -= 0.5f / outputSize.x; vertexStream[i].y += 0.5f / outputSize.y; } void *pLockedVertexBuffer; HRESULT hr = vertexBuffer->Lock(0,0,&pLockedVertexBuffer,NULL); memcpy(pLockedVertexBuffer,vertexStream,sizeof(vertexStream)); vertexBuffer->Unlock(); /* set vertex to stream 0-3, for POSITION,TEXCOORD0,TEXCOORD1,COLOR if stream is used in parameter, this will be set in setShaderVars */ pDevice->SetStreamSource(0,vertexBuffer,0,sizeof(VERTEX)); pDevice->SetStreamSource(1,vertexBuffer,0,sizeof(VERTEX)); pDevice->SetStreamSource(2,vertexBuffer,0,sizeof(VERTEX)); pDevice->SetStreamSource(3,vertexBuffer,0,sizeof(VERTEX)); } void CD3DCG::Render(LPDIRECT3DTEXTURE9 &origTex, D3DXVECTOR2 textureSize, D3DXVECTOR2 inputSize, D3DXVECTOR2 viewportSize, D3DXVECTOR2 windowSize) { LPDIRECT3DSURFACE9 pRenderSurface = NULL,pBackBuffer = NULL; frameCnt++; if(!shaderLoaded) return; /* save back buffer render target */ pDevice->GetRenderTarget(0,&pBackBuffer); /* pass 0 represents the original texture */ shaderPasses[0].tex = origTex; shaderPasses[0].outputSize = inputSize; shaderPasses[0].textureSize = textureSize; calculateMatrix(); for(int i=1;iGetSurfaceLevel(0,&pRenderSurface); pDevice->SetTexture(0, shaderPasses[i-1].tex); pDevice->SetRenderTarget(0,pRenderSurface); pRenderSurface->Release(); /* set vertex declaration of current pass, update vertex buffer and set base streams */ pDevice->SetVertexDeclaration(shaderPasses[i].vertexDeclaration); setVertexStream(shaderPasses[i].vertexBuffer, shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize,shaderPasses[i].outputSize); pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT); pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT); /* shader vars need to be set after the base vertex streams have been set so they can override them */ setShaderVars(i); cgD3D9BindProgram(shaderPasses[i].cgVertexProgram); checkForCgError("Binding vertex program"); cgD3D9BindProgram(shaderPasses[i].cgFragmentProgram); checkForCgError("Binding fragment program"); /* viewport defines output size */ setViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y); pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); pDevice->BeginScene(); pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2); pDevice->EndScene(); } /* take oldes PREV out of deque, make sure it has the same size as the current texture and then set it up as new original texture */ prevPass &oldestPrev = prevPasses.back(); ensureTextureSize(oldestPrev.tex,oldestPrev.textureSize,textureSize,false); if(oldestPrev.vertexBuffer) oldestPrev.vertexBuffer->Release(); origTex = oldestPrev.tex; prevPasses.pop_back(); /* push current original with corresponding vertex buffer to front of PREV deque */ shaderPasses[0].vertexBuffer = shaderPasses[1].vertexBuffer; prevPasses.push_front(prevPass(shaderPasses[0])); /* create new vertex buffer so that next render call will not overwrite the PREV */ pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&shaderPasses[1].vertexBuffer,NULL); /* set up last pass texture, backbuffer and viewport for final display pass without shaders */ pDevice->SetTexture(0, shaderPasses.back().tex); pDevice->SetRenderTarget(0,pBackBuffer); pBackBuffer->Release(); RECT displayRect=CalculateDisplayRect(shaderPasses.back().outputSize.x,shaderPasses.back().outputSize.y,windowSize.x,windowSize.y); setViewport(displayRect.left,displayRect.top,displayRect.right - displayRect.left,displayRect.bottom - displayRect.top); setVertexStream(shaderPasses.back().vertexBuffer, shaderPasses.back().outputSize,shaderPasses.back().textureSize, D3DXVECTOR2(displayRect.right - displayRect.left,displayRect.bottom - displayRect.top)); pDevice->SetVertexShader(NULL); pDevice->SetPixelShader(NULL); } void CD3DCG::calculateMatrix() { D3DXMATRIX matWorld; D3DXMATRIX matView; D3DXMATRIX matProj; pDevice->GetTransform(D3DTS_WORLD,&matWorld); pDevice->GetTransform(D3DTS_VIEW,&matView); pDevice->GetTransform(D3DTS_PROJECTION,&matProj); mvp = matWorld * matView * matProj; D3DXMatrixTranspose(&mvp,&mvp); } void CD3DCG::setViewport(DWORD x, DWORD y, DWORD width, DWORD height) { D3DVIEWPORT9 viewport; viewport.X = x; viewport.Y = y; viewport.Height = height; viewport.Width = width; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; HRESULT hr = pDevice->SetViewport(&viewport); } void CD3DCG::setShaderVars(int pass) { D3DXVECTOR2 inputSize = shaderPasses[pass-1].outputSize; D3DXVECTOR2 textureSize = shaderPasses[pass-1].textureSize; D3DXVECTOR2 outputSize = shaderPasses[pass].outputSize; /* mvp paramater */ CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj"); if(cgpModelViewProj) cgD3D9SetUniformMatrix(cgpModelViewProj,&mvp); #define setProgramUniform(pass,varname,floats)\ {\ CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\ CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\ if(cgpf)\ cgD3D9SetUniform(cgpf,floats);\ if(cgpv)\ cgD3D9SetUniform(cgpv,floats);\ }\ #define setTextureParameter(pass,varname,val,linear)\ {\ CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\ CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\ if(cgpf) {\ cgD3D9SetTexture(cgpf,val);\ cgD3D9SetSamplerState(cgpf, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\ cgD3D9SetSamplerState(cgpf, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\ cgD3D9SetSamplerState(cgpf, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\ cgD3D9SetSamplerState(cgpf, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\ }\ if(cgpv) {\ cgD3D9SetTexture(cgpv,val);\ /*cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\ cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\ cgD3D9SetSamplerState(cgpv, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\ cgD3D9SetSamplerState(cgpv, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);*/\ }\ }\ #define setTexCoordsParameter(pass,varname,val)\ {\ CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\ if(cgpv) {\ unsigned long index = cgGetParameterResourceIndex(cgpv);\ pDevice->SetStreamSource(shaderPasses[pass].parameterMap[index].streamNumber,val,0,sizeof(VERTEX));\ }\ }\ /* IN paramater */ setProgramUniform(pass,"IN.video_size",&inputSize); setProgramUniform(pass,"IN.texture_size",&textureSize); setProgramUniform(pass,"IN.output_size",&outputSize); float shaderFrameCnt = frameCnt; if(shaderPasses[pass].frameCounterMod) shaderFrameCnt = (float)(frameCnt % shaderPasses[pass].frameCounterMod); setProgramUniform(pass,"IN.frame_count",&shaderFrameCnt); float frameDirection = Settings.Rewinding?-1.0f:1.0f; setProgramUniform(pass,"IN.frame_direction",&frameDirection); /* ORIG parameter */ setProgramUniform(pass,"ORIG.video_size",shaderPasses[0].outputSize); setProgramUniform(pass,"ORIG.texture_size",shaderPasses[0].textureSize); setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex,shaderPasses[1].linearFilter); setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].vertexBuffer); /* PREV parameter */ if(prevPasses[0].tex) { setProgramUniform(pass,"PREV.video_size",prevPasses[0].imageSize); setProgramUniform(pass,"PREV.texture_size",prevPasses[0].textureSize); setTextureParameter(pass,"PREV.texture",prevPasses[0].tex,shaderPasses[1].linearFilter); setTexCoordsParameter(pass,"PREV.tex_coord",prevPasses[0].vertexBuffer); } /* PREV1-6 parameters */ for(int i=1;i2) { for(int i=1;i &map, CGparameter param) { parameterEntry mapEntry; while (param) { if(cgGetParameterType(param)==CG_STRUCT) fillParameterMap(map,cgGetFirstStructParameter(param)); else if (cgGetParameterDirection(param) == CG_IN && cgGetParameterVariability(param) == CG_VARYING) { mapEntry.rIndex = cgGetParameterResourceIndex(param); mapEntry.semantic = cgGetParameterSemantic(param); mapEntry.isKnownParam = isKnownParameter(cgGetParameterName(param)); if(map.size()CreateVertexDeclaration(vElems,&vertexDeclaration); if(FAILED(hr)) { DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex declaration"), hr); } if(pass.vertexDeclaration) pass.vertexDeclaration->Release(); pass.vertexDeclaration = vertexDeclaration; delete [] vElems; }