d3dcompiler: Add debug helper for shader variable type.
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525dee0778
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@ -42,6 +42,7 @@
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/* TRACE helper functions */
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const char *debug_d3dcompiler_d3d_blob_part(D3D_BLOB_PART part) DECLSPEC_HIDDEN;
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const char *debug_d3dcompiler_shader_variable_class(D3D_SHADER_VARIABLE_CLASS c) DECLSPEC_HIDDEN;
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const char *debug_d3dcompiler_shader_variable_type(D3D_SHADER_VARIABLE_TYPE t) DECLSPEC_HIDDEN;
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/* ID3DBlob */
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struct d3dcompiler_blob
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@ -1212,7 +1212,8 @@ static HRESULT d3dcompiler_parse_type(struct d3dcompiler_shader_reflection_type
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read_dword(&ptr, &temp);
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desc->Class = temp & 0xffff;
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desc->Type = temp >> 16;
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TRACE("Class %s, Type %x\n", debug_d3dcompiler_shader_variable_class(desc->Class), desc->Type);
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TRACE("Class %s, Type %s\n", debug_d3dcompiler_shader_variable_class(desc->Class),
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debug_d3dcompiler_shader_variable_type(desc->Type));
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read_dword(&ptr, &temp);
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desc->Rows = temp & 0xffff;
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@ -47,6 +47,62 @@ const char *debug_d3dcompiler_shader_variable_class(D3D_SHADER_VARIABLE_CLASS c)
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}
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}
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const char *debug_d3dcompiler_shader_variable_type(D3D_SHADER_VARIABLE_TYPE t)
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{
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switch (t)
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{
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_VOID);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_BOOL);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_INT);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_FLOAT);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_STRING);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE1D);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE2D);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE3D);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURECUBE);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_SAMPLER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_PIXELSHADER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_VERTEXSHADER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_UINT);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_UINT8);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_GEOMETRYSHADER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RASTERIZER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_DEPTHSTENCIL);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_BLEND);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_BUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_CBUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TBUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE1DARRAY);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE2DARRAY);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RENDERTARGETVIEW);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_DEPTHSTENCILVIEW);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE2DMS);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURE2DMSARRAY);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_TEXTURECUBEARRAY);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_HULLSHADER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_DOMAINSHADER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_INTERFACE_POINTER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_COMPUTESHADER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_DOUBLE);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWTEXTURE1D);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWTEXTURE1DARRAY);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWTEXTURE2D);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWTEXTURE2DARRAY);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWTEXTURE3D);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWBUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_BYTEADDRESS_BUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWBYTEADDRESS_BUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_STRUCTURED_BUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_RWSTRUCTURED_BUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_APPEND_STRUCTURED_BUFFER);
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WINE_D3DCOMPILER_TO_STR(D3D_SVT_CONSUME_STRUCTURED_BUFFER);
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default:
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FIXME("Unrecognized D3D_SHADER_VARIABLE_TYPE %#x.\n", t);
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return "unrecognized";
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}
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}
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const char *debug_d3dcompiler_d3d_blob_part(D3D_BLOB_PART part)
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{
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switch(part)
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