d3d10: Move debug_d3d10_device_state_types() to stateblock.c.
Signed-off-by: Connor McAdams <conmanx360@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8,7 +8,6 @@ C_SRCS = \
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d3d10_main.c \
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d3d10_main.c \
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effect.c \
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effect.c \
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shader.c \
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shader.c \
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stateblock.c \
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stateblock.c
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utils.c
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RC_SRCS = version.rc
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RC_SRCS = version.rc
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@ -40,9 +40,6 @@
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*/
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*/
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#define D3DERR_INVALIDCALL 0x8876086c
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#define D3DERR_INVALIDCALL 0x8876086c
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/* TRACE helper functions */
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const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t) DECLSPEC_HIDDEN;
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enum d3d10_effect_object_type
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enum d3d10_effect_object_type
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{
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{
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D3D10_EOT_RASTERIZER_STATE = 0x0,
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D3D10_EOT_RASTERIZER_STATE = 0x0,
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@ -65,6 +65,44 @@ struct d3d10_stateblock
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BOOL predicate_value;
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BOOL predicate_value;
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};
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};
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#define WINE_D3D10_TO_STR(x) case x: return #x
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static const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t)
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{
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switch (t)
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{
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WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS);
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WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_VS);
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WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS);
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WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES);
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WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_GS);
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WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS);
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WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES);
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WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_PS);
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WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS);
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WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES);
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WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER);
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WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT);
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WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY);
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WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS);
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WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS);
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WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_PREDICATION);
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default:
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FIXME("Unrecognised D3D10_DEVICE_STATE_TYPES %#x.\n", t);
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return "unrecognised";
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}
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}
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#undef WINE_D3D10_TO_STR
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static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
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static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
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{
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{
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return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
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return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
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@ -1,60 +0,0 @@
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/*
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* Copyright 2008-2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "d3d10_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
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#define WINE_D3D10_TO_STR(x) case x: return #x
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const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t)
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{
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switch (t)
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{
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WINE_D3D10_TO_STR(D3D10_DST_SO_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_OM_RENDER_TARGETS);
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WINE_D3D10_TO_STR(D3D10_DST_DEPTH_STENCIL_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_BLEND_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_VS);
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WINE_D3D10_TO_STR(D3D10_DST_VS_SAMPLERS);
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WINE_D3D10_TO_STR(D3D10_DST_VS_SHADER_RESOURCES);
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WINE_D3D10_TO_STR(D3D10_DST_VS_CONSTANT_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_GS);
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WINE_D3D10_TO_STR(D3D10_DST_GS_SAMPLERS);
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WINE_D3D10_TO_STR(D3D10_DST_GS_SHADER_RESOURCES);
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WINE_D3D10_TO_STR(D3D10_DST_GS_CONSTANT_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_PS);
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WINE_D3D10_TO_STR(D3D10_DST_PS_SAMPLERS);
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WINE_D3D10_TO_STR(D3D10_DST_PS_SHADER_RESOURCES);
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WINE_D3D10_TO_STR(D3D10_DST_PS_CONSTANT_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_IA_VERTEX_BUFFERS);
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WINE_D3D10_TO_STR(D3D10_DST_IA_INDEX_BUFFER);
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WINE_D3D10_TO_STR(D3D10_DST_IA_INPUT_LAYOUT);
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WINE_D3D10_TO_STR(D3D10_DST_IA_PRIMITIVE_TOPOLOGY);
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WINE_D3D10_TO_STR(D3D10_DST_RS_VIEWPORTS);
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WINE_D3D10_TO_STR(D3D10_DST_RS_SCISSOR_RECTS);
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WINE_D3D10_TO_STR(D3D10_DST_RS_RASTERIZER_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_PREDICATION);
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default:
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FIXME("Unrecognized D3D10_DEVICE_STATE_TYPES %#x.\n", t);
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return "unrecognized";
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}
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}
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#undef WINE_D3D10_TO_STR
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