d3d10: Fix up D3D10_DST_* names.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -73,8 +73,8 @@ static const char *debug_d3d10_device_state_types(D3D10_DEVICE_STATE_TYPES t)
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{
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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_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_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_OM_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_OM_BLEND_STATE);
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WINE_D3D10_TO_STR(D3D10_DST_VS);
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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_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_SHADER_RESOURCES);
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@ -696,9 +696,9 @@ HRESULT WINAPI D3D10StateBlockMaskDisableCapture(D3D10_STATE_BLOCK_MASK *mask,
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return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
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return stateblock_mask_clear_bits(&mask->SOBuffers, 1, start_idx, count);
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case D3D10_DST_OM_RENDER_TARGETS:
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
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return stateblock_mask_clear_bits(&mask->OMRenderTargets, 1, start_idx, count);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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case D3D10_DST_OM_DEPTH_STENCIL_STATE:
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return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
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return stateblock_mask_clear_bits(&mask->OMDepthStencilState, 1, start_idx, count);
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case D3D10_DST_BLEND_STATE:
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case D3D10_DST_OM_BLEND_STATE:
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return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
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return stateblock_mask_clear_bits(&mask->OMBlendState, 1, start_idx, count);
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case D3D10_DST_VS:
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case D3D10_DST_VS:
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return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
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return stateblock_mask_clear_bits(&mask->VS, 1, start_idx, count);
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@ -783,9 +783,9 @@ HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
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return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
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return stateblock_mask_set_bits(&mask->SOBuffers, 1, start_idx, count);
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case D3D10_DST_OM_RENDER_TARGETS:
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
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return stateblock_mask_set_bits(&mask->OMRenderTargets, 1, start_idx, count);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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case D3D10_DST_OM_DEPTH_STENCIL_STATE:
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return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
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return stateblock_mask_set_bits(&mask->OMDepthStencilState, 1, start_idx, count);
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case D3D10_DST_BLEND_STATE:
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case D3D10_DST_OM_BLEND_STATE:
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return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
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return stateblock_mask_set_bits(&mask->OMBlendState, 1, start_idx, count);
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case D3D10_DST_VS:
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case D3D10_DST_VS:
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return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
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return stateblock_mask_set_bits(&mask->VS, 1, start_idx, count);
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@ -858,9 +858,9 @@ BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
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return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
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return stateblock_mask_get_bit(&mask->SOBuffers, 1, idx);
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case D3D10_DST_OM_RENDER_TARGETS:
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case D3D10_DST_OM_RENDER_TARGETS:
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return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
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return stateblock_mask_get_bit(&mask->OMRenderTargets, 1, idx);
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case D3D10_DST_DEPTH_STENCIL_STATE:
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case D3D10_DST_OM_DEPTH_STENCIL_STATE:
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return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
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return stateblock_mask_get_bit(&mask->OMDepthStencilState, 1, idx);
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case D3D10_DST_BLEND_STATE:
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case D3D10_DST_OM_BLEND_STATE:
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return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
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return stateblock_mask_get_bit(&mask->OMBlendState, 1, idx);
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case D3D10_DST_VS:
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case D3D10_DST_VS:
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return stateblock_mask_get_bit(&mask->VS, 1, idx);
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return stateblock_mask_get_bit(&mask->VS, 1, idx);
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@ -34,8 +34,8 @@ typedef enum _D3D10_DEVICE_STATE_TYPES
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{
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{
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D3D10_DST_SO_BUFFERS = 1,
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D3D10_DST_SO_BUFFERS = 1,
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D3D10_DST_OM_RENDER_TARGETS,
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D3D10_DST_OM_RENDER_TARGETS,
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D3D10_DST_DEPTH_STENCIL_STATE,
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D3D10_DST_OM_DEPTH_STENCIL_STATE,
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D3D10_DST_BLEND_STATE,
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D3D10_DST_OM_BLEND_STATE,
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D3D10_DST_VS,
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D3D10_DST_VS,
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D3D10_DST_VS_SAMPLERS,
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D3D10_DST_VS_SAMPLERS,
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D3D10_DST_VS_SHADER_RESOURCES,
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D3D10_DST_VS_SHADER_RESOURCES,
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