wined3d: Improve shader_dump_decl_usage() TRACEs.
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@ -421,50 +421,50 @@ static void shader_dump_decl_usage(
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switch(usage) {
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case D3DDECLUSAGE_POSITION:
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TRACE("%s%d", "position", idx);
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TRACE("position%d", idx);
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break;
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case D3DDECLUSAGE_BLENDINDICES:
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TRACE("%s", "blend");
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TRACE("blend");
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break;
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case D3DDECLUSAGE_BLENDWEIGHT:
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TRACE("%s", "weight");
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TRACE("weight");
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break;
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case D3DDECLUSAGE_NORMAL:
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TRACE("%s%d", "normal", idx);
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TRACE("normal%d", idx);
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break;
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case D3DDECLUSAGE_PSIZE:
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TRACE("%s", "psize");
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TRACE("psize");
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break;
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case D3DDECLUSAGE_COLOR:
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if(idx == 0) {
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TRACE("%s", "color");
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TRACE("color");
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} else {
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TRACE("%s%d", "specular", (idx - 1));
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TRACE("specular%d", (idx - 1));
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}
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break;
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case D3DDECLUSAGE_TEXCOORD:
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TRACE("%s%d", "texture", idx);
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TRACE("texture%d", idx);
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break;
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case D3DDECLUSAGE_TANGENT:
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TRACE("%s", "tangent");
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TRACE("tangent");
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break;
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case D3DDECLUSAGE_BINORMAL:
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TRACE("%s", "binormal");
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TRACE("binormal");
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break;
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case D3DDECLUSAGE_TESSFACTOR:
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TRACE("%s", "tessfactor");
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TRACE("tessfactor");
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break;
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case D3DDECLUSAGE_POSITIONT:
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TRACE("%s%d", "positionT", idx);
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TRACE("positionT%d", idx);
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break;
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case D3DDECLUSAGE_FOG:
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TRACE("%s", "fog");
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TRACE("fog");
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break;
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case D3DDECLUSAGE_DEPTH:
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TRACE("%s", "depth");
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TRACE("depth");
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break;
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case D3DDECLUSAGE_SAMPLE:
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TRACE("%s", "sample");
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TRACE("sample");
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break;
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default:
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FIXME("unknown_semantics(%08x)", usage);
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